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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    @恶it should be fixed in next update, ty
  2. nivex

    scientist loots

    ah thank you for letting me know! the error message above is fixed in next update, too
  3. nivex

    Base didn't despawn?

    this is due to an error most likely so try finding it your server log (not oxide log)
  4. nivex

    Raidable Bases

    @Rubiks-Q-Bertthere is no known fix for this atm so if its a real problem just disable the npcs until i figure it out. this update requires me to learn an entirely different AI and I don't know what I'm doing. it's like trying to find a needle in a haystack. i tell the npc to stay put and it runs off anyway like an untrained dog
  5. nivex

    scientist loots

    that is from the oxide log. i need the error from the server log the server log is denoted by -logfile in your startup script
  6. nivex

    scientist loots

    okay, but I still need the errors in the server log
  7. nivex

    Raidable Bases

    @Deadpoolsupport for what?
  8. nivex

    scientist loots

    I don't understand your question and i need the errors
  9. nivex

    LifeSupport integration

    it is not configurable. it is automatic it is not in 1.1.3
  10. nivex

    turrets have no damage :(

    bump so bot doesn't close it on me!
  11. Changed Status from Pending to Closed
  12. nivex

    Raidable Bases

    AI is pretty spot on for the most part in 2.3.0. You may see bots AI act confused or run off endlessly in a straight line... I can't fix this. It can happen while you are vanished, but as for happening with players? Rust will have to fix it I did not rewrite the AI like most plugins. I simply did what I could to improve it. I may in the future, but for now I am very satisfied with how the AI behaves
  13. nivex

    Failed to run

    this is not an error from Raidable Bases. it is from Downed 1.0.3
  14. nivex

    Raidable Bases

    @TwoShoesyes this will be in a future update @Deanothat's a good idea
  15. I increased the height by another 4 meters so this should never happen again. =p
  16. I don't see how when I'm already ejecting them 1 additional meter above the terrain but Ill look into it
  17. should be fixed in next update no. no issues with bubble
  18. nivex

    NPC Kits Conflict

    actually I implemented the option to use any scientist loot spawns "Alternate Scientist Default Rust Loot": { "Prefab ID List": [ "cargo", "turret_any", "ch47_gunner", "excavator", "full_any", "heavy", "junkpile_pistol", "oilrig", "patrol", "peacekeeper", "roam", "roamtethered" ], "Alternate Scientist Default Rust Loot": false }, then you can decide which to use. I tried using different npcs entirely but none of them work properly except heavy scientist. so I just decided to change their loot table with this option instead. it's disabled by default so you will have to set it true to enable it. just remove from that list any scientist loot you don't want spawning
  19. nivex

    Raidable Bases

    heya bud. this exists already the plugin will not spawn any bases when a restart is pending. so if you start your restarts with restart 3600 then no new bases will spawn within that hour, and it will give all current players one hour to finish existing raids. just adjust the time to your needs. I'd say around 3600 to 7200 should be long enough to finish any raid. as for notification messages they're hit or miss. some players wouldn't see them if it were directly in the middle of the screen
  20. nivex

    NPC Kits Conflict

    ok, i will just add another option to block it then Block Npc Kits Plugin ah. yes, the npcs i am using are the heavy scientists. i can try using the roam scientists instead.
  21. nivex

    scientist loots

    that would be an issue from another plugin. this plugin spawns only whats configured as shown here: if (murderer && Options.NPC.MurdererDrops.Count > 0) { Options.NPC.MurdererDrops.ForEach(ti => { if (UnityEngine.Random.value <= ti.probability) { SpawnItem(ti, containers); } }); } else if (!murderer && Options.NPC.ScientistDrops.Count > 0) { Options.NPC.ScientistDrops.ForEach(ti => { if (UnityEngine.Random.value <= ti.probability) { SpawnItem(ti, containers); } }); }
  22. nivex

    NPC Kits Conflict

    I don't really understand the last couple sentences sorry
  23. nivex

    Raidable Bases

    The roam range parameter is Aggression Range in the config. this range and deaggresion range increases dramatically when attacked. this allows them to exit the dome and chase the players. no problem. because it is controlled by code that I was missing. it's fixed in the next update (2.2.8) when it's released (soon) I will continue to support both versions. Though I ran into issues after submitting premium 2.2.7 and wanted to focus on fixing it before implementing those changes in the free version.
  24. nivex

    Raidable Bases

    @Neighighthis exists already. Aggression Range is the option
  25. Changed Status from Pending to Closed Changed Fixed In to 2.2.7
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