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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    well it is not going to show for many reasons. if you're flying, in vanish, not active, have it set to remove admins from list, have it set to award only the owner of the raid, or have it set to only award allies of the owner
  2. nivex

    Raidable Bases

    @406_GromitI have blocked train_track prefab in next update so hope that fixes the issue for you
  3. nivex

    Raidable Bases

    can you post your nightmare profile via pastebin.com ? you have it disabled "Send Messages To Player": false this is happening on a machine using a custom 2.4.2 version variant (which I fixed the compile issue for) as well so I doubt it is the plugin itself as this did not happen on this particular machine before the Rust update. either way I am definitely looking into it. I doubt it's from RaidableBases, and even if it were there is nothing I can do about it. I never place npcs off of the navmesh, so this message is bogus, further enforced by the face that the Rust NavAgent.isOnNavMesh is bugged, and is likely why it is showing these false-positives to begin with use a plugin such as NavKiller to hide these messages, and I think you can configure Console Filter plugin to do this as well
  4. nivex

    Raidable Bases

    i'm tired and will get back to you guys when I can focus
  5. @Matthew Robertsthat is a plugin issue, and was fixed already in 2.4.3 I released 2.4.3 before the Rust update just to prevent people posting this error and I've gotten over 20 messages about it anyway please look for updates before posting errors, especially after a Rust update. I try to specify what was fixed so it should be easy to determine if your issue was fixed just by reading the update notes
  6. nivex

    Raidable Bases

    well I just received a report with a full stacktrace error so that most likely fixes the issue with raids not starting automatically for some. the error in question... a game bug afaik but i can create a workaround for it np NullReferenceException at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <ba657ba1ce6746c39d9263534c2395e1>:0 at Oxide.Plugins.RaidableBases+SpawnsController.IsAreaSafe (Oxide.Plugins.RaidableBases+SpawnsController+SafeAreaCheck sac, Oxide.Plugins.RaidableBases+CacheType& cacheType, System.String& message) [0x00130] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+SpawnsController.IsValidLocation (UnityEngine.Vector3 vector, System.Single radius, System.Single md, System.Boolean seabed) [0x0000f] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+SpawnsController.ExtractLocation (Oxide.Plugins.RaidableBases+RaidableSpawns spawns, UnityEngine.Vector3 position, System.Single e, System.Single m, System.Single p, System.Single w, System.Boolean s) [0x00000] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+GridController+<GenerateGrid>c__Iterator0.MoveNext () [0x00282] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <ba657ba1ce6746c39d9263534c2395e1>:0
  7. perfect thank you
  8. nivex

    Abandoned Bases

    @chuck norristrying to debug this so hopefully i can fix it soon
  9. nivex

    Raidable Bases

    i'm looking into this and there's multiple issues with this Rust update in regards to crashes and performance. just got a report that a beast dedicated machine is at 15 fps with barely any load on it. definitely out of the norm. let's hope there's a hotfix for it. i will keep you posted. @Swedish Chefyou can change BaseTrain to TrainCar and it'll compile. send me that file as well i seem to have deleted it lol @CovfefeI used your config and it spawned bases immediately. odd indeed. let me know if you've figured this out. otherwise zip your raid base data and send to me via DM
  10. this is fixed in 2.4.3 fyi
  11. yes i've reported this to Nikedemos and he stated he would fix it asap
  12. nivex

    Raidable Bases

    @406_GromitI don't know. I doubt it. I'll look into it
  13. nivex

    Raidable Bases

    @Covfefeconfig wipes are never required. you just need to update the plugin. read what it says when the plugin loads. if everything looks normal then type rbe debug to find out what's going on
  14. nivex

    Raidable Bases

    @406_Gromitya. I add that kit as a random option and then set Amount That Can Throw Weapons to 2 so up to 2 npcs will run around with explosives on them i have no reports of npcs not spawning but could be related to a prior issue so let me know if it continues in 2.4.3 update that i just released today with the Rust update
  15. nivex

    Raidable Bases

    @406_Gromitheya! that option means they can see the player at all times and will raid them if they are in a FOB. they will not attack the raid base npcs don't swap weapons. smoke grenades are not supported. i may consider it in the future. also i strongly recommend against npcs from any plugin using incendiary rockets. it poses far too many potential server performance issues. i do agree it'd be a neat feature to have npcs swap weapons so i will note this down for later!
  16. no, you have the free version installed. tier 1 does not include the plugin, as stated in the title of the product and description. you would need to install the premium plugin to get all of the difficulties. you can either the displayed difficulty name(s) in either version though
  17. nivex

    Only PVP or only PVE base spawns

    Changed Status from Pending to Closed
  18. nivex

    Only PVP or only PVE base spawns

    no problem
  19. nivex

    Raidable Bases

    some good ideas will keep them I mind @Swedish Chef
  20. hi, normal mode is available in the free version only. you can change it in the language file for the premium version
  21. nivex

    Raidable Bases

    @chuck norris@CovfefeWaterEvent, SatDishEvent, PowerPlantEvent, JunkyardEvent, HarborEvent and AirEvent. All of which appear to have been fixed so I suggest updating those plugins. It was a very simple bug that caused all of this mayhem but was extremely difficult to figure out as I looked over it many times without finding the issue lol. That includes looking over 6,000 changes in Raidable Bases and checking over Junkyard Event multiple times without finding anything wrong. I am greatful for the help received while looking into this issue! @stouty84as @nashslashmentioned this is probably the best way since it's not possible to set them globally unless you set them the same in each profile. you can also configure the names that you'd like them to be set to in the profiles though, rather than having it pick from Facepunch's list of random names
  22. nivex

    Abandoned Bases

    @Pupsik@Covfefesorry for this issue! I will try to fix it asap
  23. nivex

    Only PVP or only PVE base spawns

    Hi, you can only set one of those options to true If you want it to be 50/50 then you can use the option "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 50.0, let me know if you have anymore questions
  24. nivex

    Raidable Bases

    i can confirm that the major bug causing arena walls and other such entities to spawn in the wrong location / away from the base is fixed in the next update ! this is huge as it's taken me almost all month to figure out. and the bug wasn't even in my plugin which is what everyone told me to start with, but I am happy to have it fixed in the culprits plugin, and a workaround in mine, finally either way! delete the entire line ResetToPool(foundations); and change public List<Vector3> foundations { get; set; } = Pool.GetList<Vector3>(); to public List<Vector3> foundations { get; set; } = new List<Vector3>(); and it'll be fixed without having to update the other plugins causing this bug since it won't pool this lists anymore
  25. nivex

    Raidable Bases

    @Covfefeit is possible that the current major bug in 2.4.2 is also causing this so please let me know if 2.4.3 does not fix it when I release it. ETA is a few days I'd imagine. just need to fix mini spamming players with enter/exit messages and a few other minor things before it's ready for release @ClockwurkStability can't be fixed by me. I'm just calling native methods from the game, and the game doesn't like that for whatever reason. but anyway, rather than reinvent the wheel I have just decided to semi-reverrt the changes that disabled the stability option in CopyPaste by allowing a configuration option to use stability option once again from CopyPaste instead, at your own risk
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