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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    thanks guys I will try to fix these issues. sorry some are frustrated but bugs are just a part of all software. it sucks but all I can do is try my best. I wish I could do more but my health isn't so good atm
  2. nivex

    Loot & Corpse Timers

    hm ill look into this but I see no reason it would happen unless a plugin is interfering and I don't believe Backpacks plugin could. corpses that turn into backpacks when ejected are not related even though they share the same name however the two options for corpse and backpack are related in some cases but that's not an issue just a distinction
  3. nivex

    Help

    heya. the command is /sar
  4. nivex

    Raidable Bases

    @thepiercedweirdoheya sorry about this issue. I have not been able to reproduce it but I will figure it out. good suggestion but I already do this by recording all entity unique identifiers to find and kill them after a restart. I will try to reproduce during a restart. good info ty and let me know of any other details regardless of how important you think they are.
  5. nivex

    entity

    Changed Status from Pending to Closed Changed Fixed In to Next Version
  6. nivex

    entity

    hi thanks I've fixed this in next update
  7. nivex

    Despawn Issues Still

    I am trying to narrow the issue down. thank you
  8. nivex

    Clans/Teams Lockout Issue

    oh. so they're exploiting. they should be banned then. I can prevent it but its getting ridiculous when it's not even a bug
  9. nivex

    Raidable Bases

    I can try @MooDDang
  10. nivex

    raidnightmare9

    hi. I'm not sure what would cause an issue specific to one base and not others. I've also not received another report for this base. so I think the issue is elsewhere. ill try to find it
  11. nivex

    Clans/Teams Lockout Issue

    hi. sounds like they have permissions that they shouldn't have. you can find them in the documentation
  12. nivex

    Raidable Bases

    @MooDDangyou would need to place cupboards there
  13. Changed Status from Pending to Closed
  14. nivex

    CUSTOM SPAWNS

    hi, use the spawns database option in the config
  15. @Andres Siilbekwhat update? and you can simply copy the copypaste folders contents to your server from any update, as you would any other base just note that an update to one tier does not mean it is necessary for the other tiers. lower tiers do not have as many bases so changes may not be needed to tier 1 or 2. same applies with the free version vs the paid version. they're different versions. just because one requires an update does not mean the other will
  16. ok, i will note it down
  17. nivex

    Raidable Bases

    ya I don't really have an answer without an error =/ sorry @chuck norrisi will figure it out somehow as always...
  18. Changed Status from Pending to Closed Changed Fixed In to Next Version
  19. hiya. you will need to keep trying. you simply don't have good enough terrain around you for a base to spawn at. it is better to move to a different location each try, or to set the max distance Distance To Spawn Bought Raids From Player to 5000 if its not already set to that. this shouldn't be an issue in the next update as i rewrote the whole search for location functionality
  20. Changed Status from Pending to Closed
  21. heya, this is intended. you can disable this in the nightmare profile by setting Require Cupboard Access To Place Ladders to false
  22. hi, i could add this, but i believe it is better to type /rb to see the name of the base?
  23. using Oxide.Core.Plugins; using System; using UnityEngine; using UnityEngine.AI; namespace Oxide.Plugins { [Info("FOffNavmeshSpam", "bmgjet", "1.0.0")] [Description("Stops the navmesh spamming for bots")] public class FOffNavmeshSpam : RustPlugin { [PluginReference] Plugin RaidableBases; void OnEntitySpawned(BaseNetworkable entity) { BaseNavigator baseNavigator = entity.GetComponent<BaseNavigator>(); if (baseNavigator != null) { Vector3 pos; if (!baseNavigator.GetNearestNavmeshPosition(entity.transform.position + (Vector3.one * 2f), out pos, (baseNavigator.IsSwimming() ? 30f : 6f))) { baseNavigator.topologyPreference = (TerrainTopology.Enum)TerrainTopology.EVERYTHING; BasePlayer bp = null; bp = entity as BasePlayer; if (bp != null) { ClipGround(bp, baseNavigator); } } } } private void ClipGround(BasePlayer bp, BaseNavigator baseNavigator) { if (Convert.ToBoolean(RaidableBases?.Call("EventTerritory", bp.transform.position))) { return; } NavMeshHit hit; if (NavMesh.SamplePosition(bp.transform.position, out hit, 30, (int)baseNavigator.topologyPreference)) { bp.gameObject.layer = 17; baseNavigator.Warp(hit.position); bp.SendNetworkUpdateImmediate(); } NextTick(() => { if (bp == null || bp.IsDestroyed) { return; } Vector3 pos; if (!baseNavigator.GetNearestNavmeshPosition(bp.transform.position + (Vector3.one * 2f), out pos, (baseNavigator.IsSwimming() ? 30f : 6f))) { Puts("No Navmesh found @ " + pos.ToString() + " bot will be stationary to stop spam."); baseNavigator.CanUseNavMesh = false; } }); } } } hi you can try this
  24. nivex

    Raidable Bases

    @Light Hammerah ok ty for explaining @Y2kcavy your debug shows it cant find a position. the map is poor quality
  25. nivex

    Raidable Bases

    @Light Hammer I don't understand this translation i will attempt to reproduce and fix this
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