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Everything posted by nivex
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"Run Once On Server Startup": false, "Run Every X Seconds": 0.0, hi, it's this way by default. you must enable one of these to have it work automatically. i wouldn't set less than 3600.0 timer can only restart for everyone if the datafile becomes corrupted, and that would be an issue with your hosts machine. this would be in your logs also. if its not there then it didn't reset timers will reset to 7 days for active players. timers start automatically. /sab and abandonedbases.attack check those timers. attack is meant to start events when timer expires rather than using the two above options. this allows players to hunt for bases instead.
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@aimacak it is intended that the base only despawns when it's inactive. if it is being raided then it is not inactive. so therefore Minutes Until Despawn After Inactive should not despawn the base when the timer reaches zero if its not inactive, but this ONLY applies when Reset is disabled they're different plugins so they're not going to function the same. it is intended that npcs do not spawn their clothes into the corpses inventory. this is why i am adding the option so that they can. all plugins must do this as the inventory is cleared natively when the npc dies otherwise @NeiboXPerience plugin should be excluding Raidable Base events in its OnLoseCondition hook by using the EventTerritory API @MACHIN3=] if (Convert.ToBoolean(RaidableBases?.Call("EventTerritory", player.transform.position))) return null;
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@aimacak what one limit? time limits are per difficulty under Player Lockouts in the config the base will despawn when Minutes Until Despawn After Looting Resets When Damaged is false regardless of if it is active or not Despawn Inventory On Death is for the items the game spawns on their corpse when they die. not their clothes etc. I've added a new option for that in next update Spawn Loadout In Corpses Inventory
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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ok, should be resolved in next update as i no longer have any despawn issues in that version
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which version is loaded? they should always despawn on a normal reload.
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raid bases don't decay, no i wouldn't know why things randomly disappear but it shouldn't be from this plugin
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@Craft the only way a player can lose ownership of a base is if they become inactive. enemies cannot enter locked bases if eject enemies is true and the base is locked to the player. there is an extremely rare bug that has been around for a LONG time where a base will not lock to a player normally. there is no fix because its so rare no one can figure out how to reproduce it
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there's nothing to do but wait for the update @CryEnginesome monuments have no radius and there's no detection of custom monuments in 2.6.1 and it is fixed in next update. i was using hardcoded radii for everything in prior updates which just isn't ideal. the next update does everything dynamically so it's more accurate than before
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not sure with the recent changes to them. just disable the option for Move Cookables Into Ovens if it is broken and I'll fix it no such thing as an old config. no need to ever delete your config or start fresh unless you messed it up and don't know how to fix it. in which case you can still ask for help there's no need to change land level as far as i can see for the rest you will have to show me screenshots or just ask for help if you dread resetting the config again =p I don't understand. how is it going to spawn if it can't find a spawn point? and you put the filename under Spawns Database File by replacing none with the name of the file (do not put the file extension), so if the spawns file is mybuyablespawns.json then you put mybuyablespawns
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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ya that's what's preventing it from kicking the player if (ri.player.IsNull() || RemoveFauxAdmin(ri.player) you can change that to this in the .cs file: if (ri.player.IsKilled() || RemoveFauxAdmin(ri.player) to fix it until i can finish my update
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hi, i'd need the full error message from the server log. that there is from oxide which has no trace message.
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Backround Colour byraid nightmare is black too
nivex replied to Doughaffernen's Support Report in Support
Changed Status from Pending to Closed Changed Fixed In to Next Version -
Backround Colour byraid nightmare is black too
nivex replied to Doughaffernen's Support Report in Support
ah, it's not using the contrast properly. it's fixed in next update. var labelColor = config.UI.Buyable.Contrast ? GetContrast(text == null ? "#808080" : config.UI.Buyable.GetText(mode)) : Color(config.UI.Buyable.GetText(mode)); to var labelColor = config.UI.Buyable.Contrast ? GetContrast(text == null ? "#808080" : config.UI.Buyable.Difficulty ? config.Settings.Management.Colors2.Get(mode) : config.UI.Buyable.GetButton(mode)) : Color(config.UI.Buyable.GetText(mode));