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Everything posted by nivex
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I could really use an error to fix this
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there should be many messages above that message about 15-60 seconds prior. its not going to show that message only
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if (config.Abandoned.AutoTurret.Enabled && config.Abandoned.AutoTurret.Min != 1f && hitInfo.Initiator is AutoTurret && EventTerritory(hitInfo.Initiator.transform.position)) { hitInfo.damageTypes.Scale(DamageType.Bullet, UnityEngine.Random.Range(config.Abandoned.AutoTurret.Min, config.Abandoned.AutoTurret.Max)); return true; // as-is this applies to current and newly deployed turrets which keeps it a level playing field } try changing Minimum Damage Modifier to 0.99 and tell me if it fixes the issue for you? pretty sure thats what the bug is
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checking into this now
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@thepiercedweirdohey, that looks like raideasy10 - just recopy it slightly higher off of the ground, or edit the profile and increase the height to 2.0. it's fixed in next package update if I can ever get to it... to note Maximum Elevation Level can most definitely cause some bases to appear like they've been pasted wrong when in fact they haven't. the default value is 2.5 meters so that is how far the base can be off certain points of the terrain, and likewise how far in it can be too. try adjusting it to 2.0 meters but this can and most definitely will cause issues on maps with bad terrain as it will reduce the potential amount of spawn points on the grid. my suggestion? if you don't want to edit the height to accommodate this setting then just ignore it. the loot shouldn't spawn underground anyway. i don't believe there will ever be a proper fix for this unless maps become flatter
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ah thank you for letting me know! the error message above is fixed in next update, too
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this is due to an error most likely so try finding it your server log (not oxide log)
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@Rubiks-Q-Bertthere is no known fix for this atm so if its a real problem just disable the npcs until i figure it out. this update requires me to learn an entirely different AI and I don't know what I'm doing. it's like trying to find a needle in a haystack. i tell the npc to stay put and it runs off anyway like an untrained dog
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that is from the oxide log. i need the error from the server log the server log is denoted by -logfile in your startup script
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okay, but I still need the errors in the server log
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I don't understand your question and i need the errors
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it is not configurable. it is automatic it is not in 1.1.3
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bump so bot doesn't close it on me!
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Changed Status from Pending to Closed
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AI is pretty spot on for the most part in 2.3.0. You may see bots AI act confused or run off endlessly in a straight line... I can't fix this. It can happen while you are vanished, but as for happening with players? Rust will have to fix it I did not rewrite the AI like most plugins. I simply did what I could to improve it. I may in the future, but for now I am very satisfied with how the AI behaves
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this is not an error from Raidable Bases. it is from Downed 1.0.3
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I increased the height by another 4 meters so this should never happen again. =p
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I don't see how when I'm already ejecting them 1 additional meter above the terrain but Ill look into it
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should be fixed in next update no. no issues with bubble
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actually I implemented the option to use any scientist loot spawns "Alternate Scientist Default Rust Loot": { "Prefab ID List": [ "cargo", "turret_any", "ch47_gunner", "excavator", "full_any", "heavy", "junkpile_pistol", "oilrig", "patrol", "peacekeeper", "roam", "roamtethered" ], "Alternate Scientist Default Rust Loot": false }, then you can decide which to use. I tried using different npcs entirely but none of them work properly except heavy scientist. so I just decided to change their loot table with this option instead. it's disabled by default so you will have to set it true to enable it. just remove from that list any scientist loot you don't want spawning
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heya bud. this exists already the plugin will not spawn any bases when a restart is pending. so if you start your restarts with restart 3600 then no new bases will spawn within that hour, and it will give all current players one hour to finish existing raids. just adjust the time to your needs. I'd say around 3600 to 7200 should be long enough to finish any raid. as for notification messages they're hit or miss. some players wouldn't see them if it were directly in the middle of the screen