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nivex

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Everything posted by nivex

  1. heya. can you explain this in more detail please
  2. nivex

    Raidable Bases

    you can type /rb wipe did you have a weird wipe where the plugin didn't load to start with and was loaded after it was fixed? if not then it may be bugged npcs do not move inside of bases by design. i am not sure how to make them move or if its even possible yet but i know Rust mentioned it being a possibility at some point before. vision will likely require Rust AI to be improved but ill definitely check into improving it myself when able
  3. nivex

    stack size in the loot table

    heya. ill look into this thanks for reporting it with details!
  4. nivex

    Bundle

    Changed Status from Pending to Closed
  5. I have not heard from back Nikedemos yet
  6. Changed Status from Pending to Closed Changed Fixed In to Next Version
  7. nivex

    Raidable Bases

    @Sahyattsorry for the late response I must have looked over your edit to your message. Force All Bases To Spawn At Height Level set this back to -1.0 as you have it set to 0.0 currently
  8. nivex

    Raidable Bases

    there is nothing I can fix. I spawn npcs properly on the navmesh. Facepunch must fix NavAgent.isOnNavMesh to remove this bogus warning message
  9. nivex

    Raidable Bases

    well it is not going to show for many reasons. if you're flying, in vanish, not active, have it set to remove admins from list, have it set to award only the owner of the raid, or have it set to only award allies of the owner
  10. nivex

    Raidable Bases

    @406_GromitI have blocked train_track prefab in next update so hope that fixes the issue for you
  11. nivex

    Raidable Bases

    can you post your nightmare profile via pastebin.com ? you have it disabled "Send Messages To Player": false this is happening on a machine using a custom 2.4.2 version variant (which I fixed the compile issue for) as well so I doubt it is the plugin itself as this did not happen on this particular machine before the Rust update. either way I am definitely looking into it. I doubt it's from RaidableBases, and even if it were there is nothing I can do about it. I never place npcs off of the navmesh, so this message is bogus, further enforced by the face that the Rust NavAgent.isOnNavMesh is bugged, and is likely why it is showing these false-positives to begin with use a plugin such as NavKiller to hide these messages, and I think you can configure Console Filter plugin to do this as well
  12. nivex

    Raidable Bases

    i'm tired and will get back to you guys when I can focus
  13. @Matthew Robertsthat is a plugin issue, and was fixed already in 2.4.3 I released 2.4.3 before the Rust update just to prevent people posting this error and I've gotten over 20 messages about it anyway please look for updates before posting errors, especially after a Rust update. I try to specify what was fixed so it should be easy to determine if your issue was fixed just by reading the update notes
  14. nivex

    Raidable Bases

    well I just received a report with a full stacktrace error so that most likely fixes the issue with raids not starting automatically for some. the error in question... a game bug afaik but i can create a workaround for it np NullReferenceException at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <ba657ba1ce6746c39d9263534c2395e1>:0 at Oxide.Plugins.RaidableBases+SpawnsController.IsAreaSafe (Oxide.Plugins.RaidableBases+SpawnsController+SafeAreaCheck sac, Oxide.Plugins.RaidableBases+CacheType& cacheType, System.String& message) [0x00130] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+SpawnsController.IsValidLocation (UnityEngine.Vector3 vector, System.Single radius, System.Single md, System.Boolean seabed) [0x0000f] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+SpawnsController.ExtractLocation (Oxide.Plugins.RaidableBases+RaidableSpawns spawns, UnityEngine.Vector3 position, System.Single e, System.Single m, System.Single p, System.Single w, System.Boolean s) [0x00000] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+GridController+<GenerateGrid>c__Iterator0.MoveNext () [0x00282] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <ba657ba1ce6746c39d9263534c2395e1>:0
  15. perfect thank you
  16. nivex

    Abandoned Bases

    @chuck norristrying to debug this so hopefully i can fix it soon
  17. nivex

    Raidable Bases

    i'm looking into this and there's multiple issues with this Rust update in regards to crashes and performance. just got a report that a beast dedicated machine is at 15 fps with barely any load on it. definitely out of the norm. let's hope there's a hotfix for it. i will keep you posted. @Swedish Chefyou can change BaseTrain to TrainCar and it'll compile. send me that file as well i seem to have deleted it lol @CovfefeI used your config and it spawned bases immediately. odd indeed. let me know if you've figured this out. otherwise zip your raid base data and send to me via DM
  18. this is fixed in 2.4.3 fyi
  19. yes i've reported this to Nikedemos and he stated he would fix it asap
  20. nivex

    Raidable Bases

    @406_GromitI don't know. I doubt it. I'll look into it
  21. nivex

    Raidable Bases

    @Covfefeconfig wipes are never required. you just need to update the plugin. read what it says when the plugin loads. if everything looks normal then type rbe debug to find out what's going on
  22. nivex

    Raidable Bases

    @406_Gromitya. I add that kit as a random option and then set Amount That Can Throw Weapons to 2 so up to 2 npcs will run around with explosives on them i have no reports of npcs not spawning but could be related to a prior issue so let me know if it continues in 2.4.3 update that i just released today with the Rust update
  23. nivex

    Raidable Bases

    @406_Gromitheya! that option means they can see the player at all times and will raid them if they are in a FOB. they will not attack the raid base npcs don't swap weapons. smoke grenades are not supported. i may consider it in the future. also i strongly recommend against npcs from any plugin using incendiary rockets. it poses far too many potential server performance issues. i do agree it'd be a neat feature to have npcs swap weapons so i will note this down for later!
  24. no, you have the free version installed. tier 1 does not include the plugin, as stated in the title of the product and description. you would need to install the premium plugin to get all of the difficulties. you can either the displayed difficulty name(s) in either version though
  25. nivex

    Only PVP or only PVE base spawns

    Changed Status from Pending to Closed
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