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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    @Rezanow@Lawnmorr@thepiercedweirdoyour issues are fixed next update. use kits that have 1 item in the belt, the weapon you want them to use. they'll spawn properly above base/roofcamp next update as well. DT integration in no way influences npcs spawning inside or outside or above the base. "Spawn Inside Bases": { "Spawn On Floors": true, "Spawn On Beds": true, "Spawn On Rugs": true, "Spawn On Rugs With Skin Only": 1, "Spawn Murderers Outside": true, "Spawn Scientists Outside": true, "Minimum Inside (-1 = ignore)": 1, "Maximum Inside (-1 = ignore)": 2 }, "Allow Npcs To Roofcamp": true, this is how you get them to spawn inside the base, and next update, to get them above the base roofcamping as well
  2. nivex

    AbandonedBases - Unloaded

    the error will be in the server logs. it should also be in the oxide logs server log is indicated by -logfile in your startup script
  3. nivex

    Raidable Bases

    @Rezanowlol i'm not removing that. i'm removing support to use dangerous treasures if its not going to work properly. your issue is an intended feature of that plugin and i won't be changing it. so the only option is to remove it
  4. Changed Status from Pending to Closed Changed Fixed In to Next Version
  5. ok, guess not. I looked into it. it is fixed in the next update
  6. heya. this will not happen if npcs only have projectile weapons in their belt. one of those kits has a medical syringe. that's why the player died to a medical syringe. remove everything from the belt in the kit except 1 gun and it'll work again. this is fixed in the next update, but even then npcs will only equip the first actual weapon that is found in their belt (in any slot). the issue atm is that medical syringe's are considered an AttackEntity by Rust which they shouldn't be.
  7. nivex

    Bots not spawn inside bases.

    Changed Status from Pending to Closed Changed Fixed In to 2.4.0
  8. nivex

    Bots not spawn inside bases.

    you need to update
  9. nivex

    Raidable Bases

    @Rezanowjust disable the feature. I'll be removing it most likely
  10. nivex

    scientist on floor , roof

    Changed Status from Pending to Closed Changed Fixed In to Next Version
  11. nivex

    base stability problem

    Changed Status from Pending to Closed
  12. Changed Status from Pending to Closed
  13. Changed Status from Pending to Closed Changed Fixed In to 2.4.0
  14. nivex

    not loading

    Changed Status from Pending to Closed
  15. nivex

    Base didn't despawn?

    Changed Status from Pending to Closed Changed Fixed In to 2.4.0
  16. nivex

    Failed to run

    Changed Status from Pending to Closed
  17. Changed Status from Pending to Closed Changed Fixed In to 2.4.0
  18. nivex

    scientist loots

    Changed Status from Pending to Closed Changed Fixed In to 2.4.0
  19. nivex

    NPC not spawning

    Changed Status from Pending to Closed Changed Fixed In to 2.4.0
  20. nivex

    Wipe and Rank Ladder

    Changed Status from Pending to Closed
  21. Changed Status from Pending to Closed Changed Fixed In to 2.3.0
  22. nivex

    AbandonedBases - Unloaded

    Changed Status from Pending to Closed
  23. nivex

    turrets have no damage :(

    @saintmichel13did you try this?
  24. nivex

    Strange Problem

    Changed Status from Pending to Closed
  25. nivex

    Raidable Bases

    @bobbybaker82 yes, it would spawn it in stacks of 50 and count each stack as 1 item. so you would need to increase the Treasure Amount accordingly. shortname - the items shortname you want to spawn name - the name that appears on the item in the inventory window amount and amountMin - max and min amount to be randomly spawned skin - the skin id from the game or workship to skin the item with probability - the chance the item can spawn. valid values are 0.0 through 1.0 (eg: 0.005 would be extremely rare) stacksize - ignores server stack size and uses this setting instead
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