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Everything posted by nivex
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sure np 2. config option: "Lock Raid To Buyer And Friends": true, proflie option: "Eject Enemies From Purchased PVE Raids": true, profile option: "Eject Enemies From Purchased PVP Raids": false, 3. this should be set true: "Allow Players To Buy PVP Raids": true, you can specify PVE to PVP: "Convert PVE To PVP": false, or PVP to PVE: "Convert PVP To PVE": true,
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hi, post ALL messages shown when the plugin loads and wait for the grid to load as well
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1. there is no option for this other than Spawn X Distance From Buyer this shouldn't be set below 1000. it will try 1000 first then try again with the 5000 until it finally finds a position. it will eventually be rewritten to work better but this is no easy task or i wouldve done it long ago 2. this is controlled under Buyable Events to lock to the buyer in the config, and eject settings for purchased bases are in the profiles 3. this is not optional. you need to configure it under Buyable Events in the config
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hi, no, as doing this would require a UI update and I don't know enough to do it just yet
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that was very entertaining. well done
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- 583 comments
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- #rust
- #rust plugin
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@bobbybaker82 if (position == Vector3.zero) { return null; } Vector3.zero is 0,0,0 and this plugin does not spawn npcs there. thats where the server sends entities to be destroyed. so you have another plugin interfering. as for code locks, those will be destroyed in next update during server shutdown
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- 583 comments
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- 1
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- #rust
- #rust plugin
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heya. are you running linux? if so, sounds like you need to install libgdiplus on the machine. otherwise i would need the errors from the server log
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hey. you will need to translate it yourself. if you want to share the file afterwards then i can include it in the zip file
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no, copypaste should not be handling this. that's just wrong.
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that's unfortunate. anything else needs to be destroyed??
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ah good find. i will go ahead and have the codelocks destroyed, too
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another note, this can happen if another plugin is destroying the GameObject used by Raidable Bases. unlikely, but possible
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now that I think about it, it probably is a game bug. there is absolutely an issue where entities return null when they're not. i believe I have a workaround for that, so hopefully that addresses this, too and it's simple really, use (object)entity == null instead of entity == null for the null checks.
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"Minutes Until Despawn After Inactive (0 = disabled)": 20, this is how long the base remains on the map "Minutes Until Despawn After Inactive Resets When Damaged": true, this option can reset the timer for the above option "Minutes Until Despawn After Looting (min: 1)": 45, this option overrides both above options and is uninterruptable, and cannot be reset, once the base is looted or the TC is destroyed (if configured to end when TC is destroyed) otherwise, no, i have no idea how your base is despawning before these times run out. the plugin cannot despawn the base when these conditions are not met, unless something is influencing this behavior and this cannot be fixed unless that influence is identified. i have seen it happen myself a couple days ago, and now I recall a few instances of it supposedly happening before. my best guess is the server throws up a big F YOU sign and says no loot is left when there is. impossible? yes, but it's Rust, so...
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sorry, but I have no plans to add anymore difficulties. there's no point for me to keep adding more difficulties, as it will continuously be requested, and some people don't use more than 3. so the only solution is to make it where the user can specify their own difficulties, however few or however many they want. but that would require a huge portion of the code be rewritten which i simply don't have the time for atm