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Everything posted by nivex
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no problem
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which base is this happening at? type /rb to see
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private void SetupEntities() { float invokeTime = 0f; foreach (var e in entities) { if (e.IsKilled() || e.net == null) continue; Instance.AbandonedReferences[e.net.ID] = this; if (e is AutoTurret) Instance.timer.Once(invokeTime += 0.1f, () => SetupTurret(e as AutoTurret)); if (config.Abandoned.DespawnTime <= 0f) continue; if (config.RemoveOwnership) e.OwnerID = 0; } Instance.Subscribe(); } you can replace the existing method in the .cs with this one for the time being
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TruePVE is not blocking it so it must be the raid plugin. Plugins must use the EventTerritory API from this plugin to be compatible. TruePVE is told by this plugin what it can and cannot do, so it can't be TruePVE. Rules and flags are ignored it is intended that this option only removes ownership from boxes atm I will change this and add another separate option to only remove from boxes
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Players *still* unable to place ladders on some bases.
nivex replied to TheProfessor's Support Request in Support
what is the message they're receiving? -
thanks, I will check this out once I fix the FPS bug
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thanks, fixed in next update. you can safely ignore this
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heya. can you explain this in more detail please
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you can type /rb wipe did you have a weird wipe where the plugin didn't load to start with and was loaded after it was fixed? if not then it may be bugged npcs do not move inside of bases by design. i am not sure how to make them move or if its even possible yet but i know Rust mentioned it being a possibility at some point before. vision will likely require Rust AI to be improved but ill definitely check into improving it myself when able
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heya. ill look into this thanks for reporting it with details!
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I have not heard from back Nikedemos yet
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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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
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@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
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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
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perfect thank you
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- 606 comments
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- #rust
- #rust plugin
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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