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Everything posted by nivex
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- 603 comments
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- 1
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- #rust
- #rust plugin
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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
- 603 comments
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- #rust
- #rust plugin
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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
- 603 comments
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- #rust
- #rust plugin
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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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- 603 comments
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- 1
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- #rust
- #rust plugin
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- 603 comments
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- #rust
- #rust plugin
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- 603 comments
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- #rust
- #rust plugin
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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.
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heya. there's a despawn issue which i'm trying to fix. not sure what is causing it yet. a server crash would prevent a base from despawning. that is fixed in next update. no, the plugin isn't crashing the server. i am just speaking of any server crash in general the plugin does turn lights on if the option is enabled.
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- 603 comments
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- 1
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- #rust
- #rust plugin
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Changed Status from Pending to Closed
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i don't see anything but some of these I have never heard of. I would make sure you update all of your plugins otherwise I have no idea. raid bases isn't going to delete anything until it despawns and it won't touch bags
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heya. can you post the profile?