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Everything posted by nivex
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it will work fine without. you will need to go into each loot table and set probability from 0.0 to 1.0. just use the replace all feature in notepad++ or whatever to do this all at once instead of individually.
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@Rubiks-Q-Bertloot does not drop unless a player has looted or killed the box/tc first. there is no way to despawn the grey loot bags elegantly, either @RezanowDT doesn't spawn npcs on the roof or inside the base. Just raidable bases. there's probably a way to do it in 2.4.0, but I know the next update fixes it for sure
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hi, you need to download the new update for the tier package which fixes this
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how is that so when you aren't using godmode? or are you? and if so how? f1 god, or a plugin?
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wait, so it's saying YOU are the victim yet you are the ATTACKER? did you take splash damage or nah?
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@Rezanow@Lawnmorr@thepiercedweirdoyour issues are fixed next update. use kits that have 1 item in the belt, the weapon you want them to use. they'll spawn properly above base/roofcamp next update as well. DT integration in no way influences npcs spawning inside or outside or above the base. "Spawn Inside Bases": { "Spawn On Floors": true, "Spawn On Beds": true, "Spawn On Rugs": true, "Spawn On Rugs With Skin Only": 1, "Spawn Murderers Outside": true, "Spawn Scientists Outside": true, "Minimum Inside (-1 = ignore)": 1, "Maximum Inside (-1 = ignore)": 2 }, "Allow Npcs To Roofcamp": true, this is how you get them to spawn inside the base, and next update, to get them above the base roofcamping as well
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the error will be in the server logs. it should also be in the oxide logs server log is indicated by -logfile in your startup script
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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ok, guess not. I looked into it. it is fixed in the next update
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heya. this will not happen if npcs only have projectile weapons in their belt. one of those kits has a medical syringe. that's why the player died to a medical syringe. remove everything from the belt in the kit except 1 gun and it'll work again. this is fixed in the next update, but even then npcs will only equip the first actual weapon that is found in their belt (in any slot). the issue atm is that medical syringe's are considered an AttackEntity by Rust which they shouldn't be.
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Changed Status from Pending to Closed Changed Fixed In to 2.4.0
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you need to update
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to 2.4.0
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to 2.4.0
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to 2.4.0