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Everything posted by nivex
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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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- 599 comments
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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
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i need the server logs as I've said already. enable them using the parameter above, or ask your host to do it for you. i cannot help you without an error
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Changed Status from Pending to Closed
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sorry to hear that. after a bit more thought this will require much more than a elevation setting which will have to wait your best bet is to reduce the Protection Radius and make sure the base is still encompassed by the dome and see if that helps
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Distance To Spawn Bought Raids not correct
nivex replied to Swedish Chef's Support Request in Support
Changed Status from Pending to Closed -
Changed Status from Pending to Closed
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I've already moved Elevation to the profiles though this does give me an idea, to disable all spawn points X distance from the center of the map in order to force them there. however if there aren't many there then it will not spawn any bases lol
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How to manually turn on stability in the .cs
nivex replied to World_Gamerz's Support Request in Support
Changed Status from Pending to Closed -
How to manually turn on stability in the .cs
nivex replied to World_Gamerz's Support Request in Support
if (key == "stability") { flag1 = true; value = "false"; } and if (!flag1) { list.Add("stability"); list.Add("false"); } sorry, but I will not be allowing this setting until the issue with crashing servers is resolved, either via CopyPaste or a Rust update. you will have to enable it yourself by setting "false" to "true" such players will face the same issue on all servers. it is not optional for anyone.