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Everything posted by nivex
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@thepiercedweirdoheya sorry about this issue. I have not been able to reproduce it but I will figure it out. good suggestion but I already do this by recording all entity unique identifiers to find and kill them after a restart. I will try to reproduce during a restart. good info ty and let me know of any other details regardless of how important you think they are.
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I am trying to narrow the issue down. thank you
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oh. so they're exploiting. they should be banned then. I can prevent it but its getting ridiculous when it's not even a bug
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hi. I'm not sure what would cause an issue specific to one base and not others. I've also not received another report for this base. so I think the issue is elsewhere. ill try to find it
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hi. sounds like they have permissions that they shouldn't have. you can find them in the documentation
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Changed Status from Pending to Closed
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hi, use the spawns database option in the config
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@Andres Siilbekwhat update? and you can simply copy the copypaste folders contents to your server from any update, as you would any other base just note that an update to one tier does not mean it is necessary for the other tiers. lower tiers do not have as many bases so changes may not be needed to tier 1 or 2. same applies with the free version vs the paid version. they're different versions. just because one requires an update does not mean the other will
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Suggestion: Option to show (copy/paste) base name in-game
nivex replied to doublee313's Support Request in Support
ok, i will note it down -
Changed Status from Pending to Closed Changed Fixed In to Next Version
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hiya. you will need to keep trying. you simply don't have good enough terrain around you for a base to spawn at. it is better to move to a different location each try, or to set the max distance Distance To Spawn Bought Raids From Player to 5000 if its not already set to that. this shouldn't be an issue in the next update as i rewrote the whole search for location functionality
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Changed Status from Pending to Closed
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heya, this is intended. you can disable this in the nightmare profile by setting Require Cupboard Access To Place Ladders to false
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Suggestion: Option to show (copy/paste) base name in-game
nivex replied to doublee313's Support Request in Support
hi, i could add this, but i believe it is better to type /rb to see the name of the base? -
using Oxide.Core.Plugins; using System; using UnityEngine; using UnityEngine.AI; namespace Oxide.Plugins { [Info("FOffNavmeshSpam", "bmgjet", "1.0.0")] [Description("Stops the navmesh spamming for bots")] public class FOffNavmeshSpam : RustPlugin { [PluginReference] Plugin RaidableBases; void OnEntitySpawned(BaseNetworkable entity) { BaseNavigator baseNavigator = entity.GetComponent<BaseNavigator>(); if (baseNavigator != null) { Vector3 pos; if (!baseNavigator.GetNearestNavmeshPosition(entity.transform.position + (Vector3.one * 2f), out pos, (baseNavigator.IsSwimming() ? 30f : 6f))) { baseNavigator.topologyPreference = (TerrainTopology.Enum)TerrainTopology.EVERYTHING; BasePlayer bp = null; bp = entity as BasePlayer; if (bp != null) { ClipGround(bp, baseNavigator); } } } } private void ClipGround(BasePlayer bp, BaseNavigator baseNavigator) { if (Convert.ToBoolean(RaidableBases?.Call("EventTerritory", bp.transform.position))) { return; } NavMeshHit hit; if (NavMesh.SamplePosition(bp.transform.position, out hit, 30, (int)baseNavigator.topologyPreference)) { bp.gameObject.layer = 17; baseNavigator.Warp(hit.position); bp.SendNetworkUpdateImmediate(); } NextTick(() => { if (bp == null || bp.IsDestroyed) { return; } Vector3 pos; if (!baseNavigator.GetNearestNavmeshPosition(bp.transform.position + (Vector3.one * 2f), out pos, (baseNavigator.IsSwimming() ? 30f : 6f))) { Puts("No Navmesh found @ " + pos.ToString() + " bot will be stationary to stop spam."); baseNavigator.CanUseNavMesh = false; } }); } } } hi you can try this
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ok thanks ill take a look
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Changed Status from Pending to Closed