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Everything posted by nivex
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Error while compiling: RaidableBases.cs(2554,69)
nivex replied to World_Gamerz's Support Request in Support
read the update notes. its pre-release Changed Status from Pending to Closed -
Changed Status from Pending to Closed Changed Fixed In to Next Version
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hopefully this is fixed in the next update 2.5.0
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lol yea, it's a big plugin. corpses don't disappear. they turn into backpacks and get ejected 10 meters outside of the dome. the location is also drawn on the users screen. this only happens when they could not loot it otherwise. so when the raid becomes locked and they can no longer enter. it does not happen otherwise that would be caused by another plugin. Eject Corpses From Enemy Raids (Advanced Users Only) you can disable it by setting this to false
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ok will get it prepped then
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@Delco6467good catch. fixed in next update if (!attacker.IsHuman() && EventTerritory(attacker.transform.position) || attacker.userID == victim.userID) to if (EventTerritory(attacker.transform.position) && (!attacker.IsHuman() || attacker.userID == victim.userID)) @saintmichel13LOL well sure I can add this but I don't think it'd work too well for compounds
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i don't know what that is. what's the link? and as for players not getting hurt that plugin must fix that issue by using EventTerritory API to ignore any damage
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I need an error guys. please look at your logs for one from either CopyPaste or RaidableBases. just search for Exception and skim through it. you should also search for libgdiplus. if you see that word then you must install that library, or have your host install it. this applies to Linux machines.. the plugin will not function without this library as it's required to convert byte arrays to images
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@Yastrebhi, I need the actual error. NRE doesn't tell me anything without the trace as well. you can find it in the server logs if it didn't give the full message to you in the Oxide log/server console. server log should not be confused with oxide log either, they're completely different. I say this because people confuse it way too often =p @saintmichel13interesting but doesn't really seem entertaining unless the bots come in waves
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ya I don't recognize the base but I'm pretty forgetful when it comes to remembering them
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I made sure each box has 4-6 items or more in them so I'm not sure what the issue is can they elaborate? I hear that complaint often from players even when it's not true (and using completely different loot tables) so I would need details why
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- 583 comments
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- 583 comments
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@MatzeXXyou can configure the weapons for turrets in the profiles, oxide/data/RaidableBases/Profiles "Auto Turrets": { "Aim Cone": 5.0, "Minimum Damage Modifier": 1.0, "Maximum Damage Modifier": 1.0, "Start Health": 1000.0, "Sight Range": 30.0, "Double Sight Range When Shot": false, "Set Hostile (False = Do Not Set Any Mode)": true, "Requires Power Source": false, "Remove Equipped Weapon": false, "Random Weapons To Equip When Unequipped": [ "rifle.ak", "rifle.bolt", "rifle.lr300", "rifle.semiauto" ] }, @chuck norrisnp hope you get it figured out. there are still 2 bugs with bases not despawning though. one happens if the server crashes. the other i have no clue, but i hear it's during a restart. i am not able to reproduce it yet. @Swedish Chefty for helping!
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i wanted the profile to see where you are spawning the npcs. now that i have that... the plugin is very picky where the npcs spawn inside of the bases. it's likely it did not find a spawn point it is not guaranteed for all configured amount of npcs to spawn in a base. it will spawn what it can and stop however it should never have an issue spawning them outside of the base unless it just can't find a position on the navmesh which happens but not much of a concern you'll have to be more specific on where it's not spawning the correct amount at if you configure 2 scientists to spawn and 2 to spawn in the base then it's going to spawn 2 max, not 4.