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nivex

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Everything posted by nivex

  1. nivex

    Bases not paying

    paying? you set the payment in the profiles oxide/data/RaidableBases/Profiles "Rewards": { "Custom Currency": { "Enabled": false, "Item Shortname": "scrap", "Amount": 0 }, "Economics Money": 0.0, "ServerRewards Points": 0, "Do Not Reward Buyable Events": false },
  2. changing your config will not solve this, even if it appears to initially the fact that reloading the plugin does not kill the entities proves that the invokes were sent, and something is intercepting and canceling them. it could be that the server simply ignored the kill message, too. I've seen all of this happen before when servers are under stress/high load. the fact that cpu usage is low doesn't mean anything, either. however, I refuse to go down this rabbit hole trying to figure out what plugin or what part of Rusts' code is broken. there's nothing wrong with the despawn code, and the effort required to figure this out will likely fall on deaf ears as it often does. the only solution here is to rewrite this to not use invokes. it seems that coroutines are working fine as your bases are continuing to spawn normally as far as i can tell. so therefore I will create a coroutine that will continuously try to destroy entities that are supposed to be despawned until successful. i think this would be a great opportunity to see how teleporting these entities under the map would affect client and server performance. as I'm sure you've noticed, anything sent below the map more than 500 meters is destroyed by the server
  3. nivex

    Map always shows easy base

    Changed Status from Pending to Closed
  4. nivex

    Loot Priority

    hi, set this true in the profiles if you want Base_Loot to always spawn. Difficulty_Loot will spawn randomly afterwards. Always Spawn Base Loot Table short of that you'll need to wait for the next update which fixes a relevant issue yw and glad your players enjoy it
  5. nivex

    Shotgun Trap

    hi, no. you can remove it from the copypaste file though.
  6. nivex

    Raidable Bases

    hi, I answered this question for you above already. it is bugged, and is fixed in the next update it should never intercept any teleport when allow teleport is set true. as of 2.0.5 players are also allowed to TP/respawn on beds/sleeping bags. you will have to provide more information
  7. nivex

    Raidable Bases

    this is controlled via the Allow Teleport setting - you can enable or disable the behavior I do not plan to change this - only fix it if there's an issue Using what teleport plugin?
  8. nivex

    Raidable Bases

    Well it was bugged in the past. That's why I fixed it Glad you got it sorted !
  9. nivex

    Raidable Bases

    If you provide me admin, RCON and FTP access then I can figure out why the fire damage doesn't work. I've been trying to fix this for months and I want it to work for everyone. DM me if interested.
  10. The update is nearly ready and will be released when it is. You can fix this yourself by editing the CS file And search for Layers.Mask.World and replace each reference with Layers.Mask.World | Layers.Mask.Terrain
  11. nivex

    Raidable Bases

    No idea. Too little to go off of here
  12. nivex

    Raidable Bases

    I was not able to reproduce the issue with fire burn damage. Are you sure you're using the latest version? I tested this on a server that was having the issue for several months and now it works perfectly I can add that option. No ETA though, but I like the idea. It's been noted. A dynamic amount of events based on the servers pop sounds interesting, too. But at the same time, I don't think it will be of any benefit unless the amount is lowered as more people come online in order to maintain server performance. I think the benefit to increase the amount as server pop rises would fall short in that it would have a negative influence on those wanting to raid when there are less people online, and it's far less appealing to those players as well. It's eye candy, and not only that, they would likely not spend the time traveling if the bases were too far away, and that would lead to boredom for some.
  13. nivex

    not working

    Changed Status from Pending to No Response
  14. nivex

    Raidable Bases

    hey thanks. yes, they have skins saved already. the suspended objects (non interactable at least) is a game bug. it happens even when using copypaste to paste/undo the bases. either that or both plugins are despawning entities too fast. the method used in raidablebases is the same method used natively in Rust. the only difference is Rust despawns 1 entity per second.
  15. nivex

    Raidable Bases

    I stand corrected, this is not working properly. I was using /rbe nivex1 which works fine, but any base with the difficulty in the filename does not. So typing /rbe easy1 would be the same as typing /rbe 0. It is bugged and is fixed in the next update. Sorry for the confusion
  16. Changed Status from Pending to Closed
  17. Changed Status from Pending to Closed
  18. nivex

    Raidable Bases

    Hi. That's not how the option works. It doesn't require the cupboard to be looted or destroyed first. This is the option that requires that: Require Cupboard To Be Looted Before Despawning But this option just ends the raid: Destroying The Cupboard Completes The Raid
  19. nivex

    Raidable Bases

    So I spent a while spawning some 90 bases for 556 rounds and debugged it while trying to reproduce this. Failing that I checked each box instead, and wrote a plugin to tell me what this item is. It doesn't load into your gun because it isn't a 556 round regardless of the icon showing it is. It is actually an item that isn't fully implemented in Rust yet. It's a snowball round (ammo.snowballgun) and loads into the snowball gun just fine. Set the amounts in the Difficulty_Loot/Easy.json loot table to 0 and it'll stop appearing. I'll update my packages as well.
  20. nivex

    Raidable Bases

    Sounds like a game bug. If you figure out how to reproduce it let me know and I can report it to Facepunch. The map isn't supposed to indicate that status. Aside from the timer not resetting once it's been fully completed. Frustrating or not, players are meant to figure this out on their own. To stay engaged with the plugin and the server. Options like these take away from that engagement. If they knew exactly where to travel at all times then they most certainly would play less content and get bored sooner.
  21. nivex

    Raidable Bases

    Ah, your players are mistaken. The LootDefender plugin sets a lockout for Bradley. Not this plugin. Those times are set when players are rewarded, after a raid despawns, or when they lose ownership of a base and this option is enabled: Assign Lockout When Lock Treasure Max Inactive Time Expires Yes, that's how it works. If easy is configured with a 15 minute lockout then you will not be able to enter another easy base for 15 minutes, unless you purchase it and you have this option enabled: Lock Raid To Buyer And Friends Can you elaborate and provide pictures if possible?
  22. hello. interesting idea. however I am making it so npcs can spawn on beds in the next update. so if you were to kill their bed then they couldn't respawn on it. instead they'd spawn outside, and shouldn't be a threat until you're ready to deal with them. i can still add the option if you want it though.
  23. nivex

    Raidable Bases

    Hello. You can do this already using Time Between Raids In Minutes in the config and setting each difficulty individually. What timer is resetting?
  24. nivex

    Raidable Bases

    you set a price and players buy a raid using the UI after typing /buyraid. you can set it to economics, RP, scrap or any other item... options are in the documentation it's all disabled by default so you must set prices first. the options are very important. if you don't allow them to buy PVP raids and all of your profiles are PVP only then they will not to be able to buy anything.
  25. nivex

    not working

    did you assign players a permission from Purge Settings in the config? this plugin will not work if no one has the permissions. it will not work if they have the wrong permission either bases doesn't destroy after 24 hours? are you talking about a base becoming abandoned after 24 hours of inactivity, or the abandoned base being destroyed after it becomes raidable? I will check it out and make sure it is working properly just in case. read the documentation and make sure you didn't miss anything. don't make baseless comments about wasting your money. it's extremely annoying. i help everyone thank you very much post your config
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