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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    @Zehterus hi that's a copypaste issue where some children (like that turret weapon) aren't called back to RB. you can ignore it until that dev can fix it. rb savefix is a command that will remove anything null from the save list too. @Hawkhill ok great. I've added it as an option to the config. you will need to enable that option next update
  2. nivex

    Raidable Bases

    @Oldbtchsgaming you need to set the difficulty and difficulty level in each profile. that's the first two options in each file missing entity is a bit too vague
  3. nivex

    War Mode PVP/PVE

    @Mr01sam hi, everything looks good now. thank you!
  4. nivex

    War Mode PVP/PVE

    @Mr01sam thanks, but it still downloads 1.3.6 with your 1.3.7 update I've tried on two browsers and cleared cache
  5. nivex

    War Mode PVP/PVE

    @Mr01sam heya, thanks for the update, but it's still an issue when it returns true from the cache on line 2782 using version 1.3.6 this fixed it for me on line 2789: CachedCanBeTargeted[cpk] = new CanBeTargetedResult(val == true ? (bool?)null : false);
  6. nivex

    Raidable Bases

    hi, turrets and traps shooting at players behind walls is caused by the WarMode plugin. I've informed the dev turrets not shooting at players is not related. that is fixed next update
  7. nivex

    War Mode PVP/PVE

    heya @Mr01sam there is an issue with the CanBeTargeted hook. it returns true when CanEntityBeTargeted returns true, instead of null. this causes the native AutoTurret.ObjectVisible method to return early. that bypasses the visible checks and results in turrets shooting at players behind walls. if your call to CanEntityBeTargeted returns true then you can return null from CanBeTargeted. then the game can continue with its visible checks in AutoTurret.ObjectVisible
  8. nivex

    Raidable Bases

    @queenognid i got it working. I sent a DM
  9. nivex

    Raidable Bases

    @queenognid heya, npcs walking through walls is fixed next update turrets, shotgun traps and flame turrets detecting through walls etc is not caused by RB. as I said before, I don't mind logging into your hosts web panel to sort out the issue.
  10. nivex

    Raidable Bases

    npcs walking through high walls will be fixed next update! working on turret fix while mounted now other issues are fixed in next update too
  11. nivex

    Raidable Bases

    ya that's very interesting. I'm not sure how it would know
  12. nivex

    Raidable Bases

    @Hawkhill confirm it works, and I will add it for RB. .cs else if (e is FogMachine fm) { SetupFogMachine(fm); } change to else if (e is FogMachine fm) { SetupFogMachine(fm); } else if (e is Sprinkler sprinkler) { sprinkler.SetFuelType(WaterTypes.WaterItemDef, null); sprinkler.TurnOn(); }
  13. nivex

    Raidable Bases

    @Hawkhill hi, sorry, I don't really know. there's no special support for those. so if copypaste doesn't support them then I don't know that it'll work. you'll just have to try and find out
  14. nivex

    Raidable Bases

    @Andariel hi you can disable Always Maintain Max Events and Scheduled Events in the config @Grumpy_old_man hi how are you trying to spawn them there? sky bases are the same as before, you use the height settings to spawn it in the sky
  15. nivex

    Raidable Bases

    @Deicide hi, same response, that's caused by an outdated copypaste file. rust has changed horses to the new horse. you can remove the existing horse, or update it to the new prefab. oxide/data/copypaste/ change: assets/rust.ai/nextai/testridablehorse.prefab to: assets/content/vehicles/horse/ridablehorse2.prefab
  16. nivex

    Raidable Bases

    @miniMe_rust thanks, that's good info, and it makes sense why they can walk through in those conditions. i'll see what i can do @Hakkai hi, that's caused by an outdated copypaste file. rust has changed horses to the new horse. you can remove the existing horse, or update it to the new prefab. oxide/data/copypaste/perfecttower.json change: assets/rust.ai/nextai/testridablehorse.prefab to: assets/content/vehicles/horse/ridablehorse2.prefab @Vasilyi Yrupin hi, this is fixed in the next update, in .cs change: s to: if (!Has(entity) && !raid.BuiltList.Contains(entity))
  17. nivex

    Raidable Bases

    @miniMe_rust very strange that the debris spawned after death would have anything to do with physics before death. please let me know if it happens again. I think it is coincidence
  18. nivex

    Raidable Bases

    @miniMe_rust heya, what you're explaining is how it should work. if you disable Divide Rewards Among All Raiders then everyone should get the total reward, not a divided amount. Only Award Owner Of Raid will grant the reward to a single player, the owner, but this is not fair as no one else will get the ladder reward. I don't see a reason for that, so I'll make sure they get the ladder reward next update if that's enabled. you will need to disable Not The Owner under Event Messages or it will tell them they didn't get a reward because they're not the owner.
  19. nivex

    Raidable Bases

    @Deicide nah, I understand what is happening, but not how
  20. nivex

    Raidable Bases

    @Kaedence what do you mean? this can be configured for that already @Deicide if I could reproduce it then I could fix it but I do not have this issue and no servers I have access to do either
  21. nivex

    Raidable Bases

    @urbanviking i've got several reports of it, but nothing was changed that should cause this.. it could be debris as minime suggests, but that should have no affect @miniMe_rust hi, you can delete this from the .cs if you think it's causing it and let me know decay.debrisPrefab.guid = null; @TeaGuy Jordan hi, yes. use the Spawns Database File in the Expert and Nightmare profiles with the Spawns Database plugin.
  22. @ciri np, it won't be an issue. i was confused is all
  23. @ciri ah great! ya, it will show the message, but it will draw on your screen too the location of each RB event and the name
  24. /rb shows the name of the base. it draws it on your screen that one looks like raidmed17, so i'd just use the stability command in my last post
  25. @ciri maybe I misunderstand do you mean stability when you say floating? that screenshot looks like it's stability that you're asking about actually, not height rb.config stability true you can turn stability on with that

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