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Everything posted by nivex
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@ZEODEthat update was released a month ago, and you downloaded it the day it was released post a screenshot inside and outside of the base, or a video short of placing boxes on top of objects to elevate them off of the ground such as on the 2nd shelf only, or make-shift shelves, i doubt this is fixable.
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- 572 comments
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- #rust
- #rust plugin
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buyable events and maintained events spawn the same. if it isn't working then there's no more terrain for that protection radius to spawn on. the message tells you how to adjust this, by lowering the protection radius. you can create flat land on your maps using RustEdit so you do not have this issue moving forward. most custom maps do not have enough flat land, and a lot of proc gen maps concentrate flat land near water as per documentation this is not recommended and not supported. players should use the /buyraid command. if you insist on doing this you can try setting the price to 1 in the shop, the actual cost in the raid bases config, and using the command 0 = easy, 1 = medium, etc. the actual syntax ($player.id) to use is in the shop or stores plugin documentation
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Changed Status from Pending to Closed
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hi, Backpacks Drop At PVP Bases Backpacks Drop At PVE Bases Allow Player Bags To Be Lootable At PVP Bases Allow Player Bags To Be Lootable At PVE Bases all of these need to be set false
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- 572 comments
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- 1
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- #rust
- #rust plugin
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Changed Status from Pending to Closed
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Heya. You need to revoke the raidablebases.banned permission. Please read the doc
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I am aware of the issue regarding entities not taking damage in rare situations. I am actively trying to implement a better solution to handle this. Unfortunately, it's no where near as simple as it is with Raidable Bases. CopyPaste tells RaidableBases every entity in the base, whereas Abandoned Bases must find them on its own. Finding every entity in a compound with multiple TCs or buildings is extremely difficult. This is exactly why CopyPaste has such a difficult time copying compounds in their entirety. My current solution is an approach I use in AdminRadar where I cache entities. In this case I will be caching each TC and its entities for a quick lookup when needed. It will also need to adjust the cache if it changes due to new entities being added, or existing ones being destroyed. It seems like a rather simple solution so we'll see.
- 572 comments
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- #rust
- #rust plugin
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I don't believe there is any incompatibility with DynaCupShare, but I most certainly will never support any plugin that removes players auth from TC. I strongly suggest against using any plugin that removes TC auth under any conditions when using either plugin. These plugins rely explicitly on TC auth and entity owner ids to determine if the base should be destroyed or not. Any plugin that interferes with this will cause issues.
- 572 comments
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- #rust
- #rust plugin
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Changed Status from Pending to Closed
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Answered original question in plugin discussion
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Changed Status from Pending to Closed
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np. not likely. i've considered it in the past and may visit the idea again once i've implemented other features with higher priority
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hi, it's not an error. whenever the plugin is setting up a base it will display this. many cooldowns are put in place to prevent the server from being overloaded. these are explained in the documentation
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oh, ok, well then the answer is simple. recopy the base. it should spawn with the foundation at least 1 meter above ground in all areas. foundations are 3 meters tall so that gives you an guesstimate as for bases not spawning inland this is an issue with the terrain on the map. it's normal behavior with the current proc gen, and even more so for custom maps as they try to cram as much into one map as possible. i have been brainstorming on a different approach to handle this issue, but it's extremely complicated and will take a considerable amount of time to rewrite how this process works but its a good concept so i have high hopes for it. basically i will gather the circumference of a base before copypaste even pastes it, and then i will know exactly how much space is needed and that'll make it slightly easier to create inland spawns. you can check the grid using `/rb grid` now and see how few spots there are inland on most maps. its not fault of the plugin by any means, it can just be slightly improved to push the limits please tell me this is not an issue with expert or nightmare, but instead the others? also how close is the edge of the dome to the base itself in meters? do you have an aerial screenshot?