-
Posts
5,493 -
Joined
-
Last visited
-
Days Won
191
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by nivex
-
- 606 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
Hi, you can only set one of those options to true If you want it to be 50/50 then you can use the option "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 50.0, let me know if you have anymore questions
-
i can confirm that the major bug causing arena walls and other such entities to spawn in the wrong location / away from the base is fixed in the next update ! this is huge as it's taken me almost all month to figure out. and the bug wasn't even in my plugin which is what everyone told me to start with, but I am happy to have it fixed in the culprits plugin, and a workaround in mine, finally either way! delete the entire line ResetToPool(foundations); and change public List<Vector3> foundations { get; set; } = Pool.GetList<Vector3>(); to public List<Vector3> foundations { get; set; } = new List<Vector3>(); and it'll be fixed without having to update the other plugins causing this bug since it won't pool this lists anymore
-
@Covfefeit is possible that the current major bug in 2.4.2 is also causing this so please let me know if 2.4.3 does not fix it when I release it. ETA is a few days I'd imagine. just need to fix mini spamming players with enter/exit messages and a few other minor things before it's ready for release @ClockwurkStability can't be fixed by me. I'm just calling native methods from the game, and the game doesn't like that for whatever reason. but anyway, rather than reinvent the wheel I have just decided to semi-reverrt the changes that disabled the stability option in CopyPaste by allowing a configuration option to use stability option once again from CopyPaste instead, at your own risk
-
hi, the bundle includes the plugin and a tier. you decide which tier you want to include in said bundle. each tier inherits the previous tier currently. they will be made unique soon. the difference is the amount of bases in each: tier 1 (10 bases, 2 per diff), tier 2 (25 bases, 5 per diff), and tier 3 (50 bases, 10 per diff)
-
@TheProfessorsorry for the delay but there are currently bugs that must be resolved before I can release the update. I am unable to reproduce one major bug so I do not have an ETA yet but I'd hope it to be within a week if at all possible
-
I mean to uninstall everything except Raidable Bases and CopyPaste
-
- 606 comments
-
- 1
-
-
- #rust
- #rust plugin
- (and 6 more)
-
best bet is to use only raidable bases and copypaste to make sure its another plugin causing the issue, or your config
-
@Covfefe post #1 - i'll look into it to make sure this is not happening Use Cumulative Probability - in laymen terms you want the total probability of all 5 to equal 100%, and each should be the specific amount from 100% that you want to allow. so for example you could put 40.0 for easy, 30.0 for medium, 15.0 for hard, 10.0 for expert and 5.0 for nightmare post #2 - this works. if it's not showing for you then it's because you're using a cheat (vanish, noclip, anything within past 30 seconds, god, or godmode plugin). i've changed it in 2.4.3 to allow cheating if you have permission raidablebases.canbypass post #3 - known issue - trying to fix this. it's what all of the position issues are from. disabling walls will not fix it as the center is still wrong
-
oops sorry I forgot to respond to this. I will note this for later ty for the suggestion
-
heya thanks for reporting this. it is fixed in the next update
-
heya. well if the npcs are spawning naked then a plugin is stripping them
-
Changed Status from Pending to Closed
-
nice glad its sorted out!
-
thanks, fixed in next update @bobbybaker82 @MNfreakTimthanks, disabling that option should fix it as suggested @Covfefesorry this is a known issue that I'm trying to fix. Scheduled Events spawns bases based on a schedule, whereas Maintained Events tries to make sure that the specified number of bases are always spawned
