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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    @aimacakmost players are accustomed to turrets without power sources working, but it would be very confusing for players to destroy a power source and have power persist. you copy from center of base looking at top of the center most foundation, or you can use the AutoHeight option in the config (NOT profile)
  2. nivex

    Raidable Bases

    Facepunch will have to resolve the buoyancy having fewer slots (36). I guess just use the normal box until this next Rust forced update and check again:) Ill go ahead and try to force the size in my next update but it should be changed by Facepunch to be consistent size with the other box by default @aimacakya, it is intended to work this way. then you can decide which turrets always have power and which do not. walled off TC is intended also, but I would have to see a box to confirm if it is where I want it to be. it's best to edit it to your liking, of course. there is no one size fits all here, either:) I will check umod threads later today
  3. nivex

    Raidable Bases

    @KobaniI don't understand, you can enable SamSite Requires Power Source if you don't want it to always have power @Yukiheya, no, there's no way to make it free. you can set it each difficulties cost to 1. i will note this down for a future update
  4. nivex

    turret can't damage npc's

    heya this is a bug and is fixed in the next update if (victim.skinID == 14922524 && weapon != null && RaidableBase.Has(weapon)) { return false; } changed to if (victim.skinID == 14922524 && weapon != null && weapon.OwnerID == 0 && RaidableBase.Has(weapon)) { return false; }
  5. nivex

    Raidable Bases

    this is not possible. it would need to be implemented. i can note it for later @Vengadorweb
  6. nivex

    Raidable Bases

    thanks guys:)
  7. nivex

    Raidable Bases

    @aimacakdon't worry about hook times for Raidable Bases. It's normal for it to be high because of how many hooks it is using. this is why I'm so picky about what hooks I'll use. soon it will be better with the removal of CanBeTargeted from both this plugin (PVP servers) and TruePVE (PVE servers)
  8. nivex

    Npc

    Changed Status from Pending to Closed
  9. i've blocked these items in the next plugin update since they serve no purpose to players.
  10. Changed Status from Pending to Closed
  11. nivex

    Raidable Bases

    when do they break? this was not changed
  12. nivex

    Raidable Bases

    ok, I don't know without knowing how they do it then @saintmichel13it's a bug and is fixed in next update
  13. nivex

    Raidable Bases

    Prevent Players From Hogging Raids Block Teams From Owning More Than One Raid Block Friends From Owning More Than One Raid Block Clans From Owning More Than One Raid
  14. hi, this happens when another plugin removes the player as the initiator. Death Notes is known to do this with its use of the OnFireBallSpread hook, but it's not limited to that plugin
  15. nivex

    Npc

    a video of this would be better. I feel like some information is left out. it is not clear where the players are, and this sounds like an AI bug not a plugin bug. npcs are told to attack every second, so if they're staring off into Narnia then their AI is frozen and there's nothing I can do about that.
  16. Changed Status from Pending to Closed Changed Fixed In to Next Version
  17. yes
  18. nivex

    Raidable Bases

    I don't see how that would fix this if its a client side issue or a plugin causing this. you should unload all plugins and see if it happens then.
  19. I have no answer. the plugin does not assign a value to Mode unless it's done manually. it can't be a config issue. this setting is in the profile. I'll see what I can do. I just rewrite everything in these cases, and I see that I can condense some code instead so I will do that for this issue.
  20. hm, couldn't tell you. there's nothing that allows the plugin to change the difficultly once it has been set. it must be changed manually
  21. yes, this is intended. they're technically looting the bag the box drops and not the box itself. you would have to use an option to make the box invulnerable. I can add an option to make them invulnerable until the TC is destroyed your other option isn't viable unless the boxes have no locks at all, and Add Locks To Boxes is disabled, then you can just enable Boxes Are Invulnerable instead.
  22. it's not a bug. it can't spawn a base unless its in that profile, or your player bought the wrong difficulty by mistake.
  23. nivex

    Scale loot with containers

    ok, but make sure you don't use bases that are too big unless you have custom spawns for them. the plugin will have a hard time with large bases and may not be able to find a position for them. bases should be around 25 radius for the best outcome. that's half of the protection radius so the base should take up half of the dome. anything larger and the plugin will start to have issues finding a spot. i recommend building taller bases instead of wider bases. this isn't a concern if using custom spawn points though.
  24. nivex

    Scale loot with containers

    I would recommend removing extra boxes until you can get it to spawn 4+ in each container. like if a room had 4+ boxes I reduce mine to 2 boxes, sometimes 1. or i just remove them and wall off that area if necessary, since there's still plenty of boxes elsewhere. I wouldn't increase the amount of loot unless you feel it needs increased, because ya, players will complain. sometimes those complaints are valid though especially if quite a few players are saying so. a lot of servers handle this themselves by estimating the costs to raid each base and only using bases that fit within that average raid cost for that difficulty
  25. nivex

    Raidable Bases

    @Dax998 @nashslash I will take a look at furnaces and see what I can do. I keep forgetting to fix them since furnace changes update. you can disable Move Items To Ovens for the time being
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