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Everything posted by nivex
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no worries. it's just that something else must explain why this is happening for you. i need to know what that is Lock Treasure Max Inactive Time (Minutes) is this set to 0 ? this would explain it. if a player did any of the 5 above steps at any point in the day then they would eventually receive credit once it was raided since there is no time limit set for them to become inactive if this is set to 0
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no, I will add this for you now. it is in the next update void OnRaidableBasePrivilegeDestroyed(Vector3 raidPos, int mode, bool allowPVP, string ID, float spawnTime, float despawnTime, float loadTime, ulong ownerID, BasePlayer owner, List<BasePlayer> raiders, List<BaseEntity> entities)
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hi, thanks for your support! you can do this using the follow commands: rb.config add "Medium Bases" yourbasename1 yourbasename2 yourbasename3 rb.config add "Hard Bases" yourbasename4 yourbasename5 yourbasename6
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I just went through the code for you to verify that this cannot happen. The only time players can be added to this list is if: they loot something they kill an npc they destroy tc, box or building block they pickup a deployable they deal damage to a base using explosive, fire or a melee weapon players must participate to be added. so either you're mistaken, or another plugin is interfering
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Changed Status from Pending to Closed
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I'm not sure that I will allow this. There was an exploit where players would extend the foundation beyond the dome and exploit it somehow but I don't recall the details of what exactly the exploit allowed at that point
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ill look into this
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credit for what? what message, exactly? players will only ever have a notification if they participated. it does not matter if they log off before the raid is completed. it only matters how long they were offline. by default that is 20 minutes (Lock Treasure Max Inactive Time (Minutes)) before they do not receive anything. it is not fair that someone disconnects and doesn't receive anything for their efforts especially when their client may have crashed, or they had to suddenly leave this of course does not apply if they die and disconnect or die while disconnected as the game destroys their player entity at that point
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@Rezanowthe total % using cumulative probability should add up to 100% and yes, you could achieve that then. your chances would be something along the lines of 0.35, 0.3. 0.2, 0.1, 0.05 which would be 35%, 30%, 20%, 10% and 5% for example disabling cumulative probability would therefore be the opposite. 0.2 would be 80%, 0.4 would be 60%, 0.6 would be 40%, and 0.8 would be 20%. and each value would be configured as such since the cumulative probability wouldn't be used if disabled
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Changed Status from Pending to Closed
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heya. yes, authing on the TC stops the infinite ammo by design
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multi TC may have, but in testing it didn't cause me any issues. okay, thank you!
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make sure you are updated. use /ab.debug and attack the base