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Everything posted by nivex
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heya, I think it's a game issue. I've had the same issue with bases in the jungle, but I can't reproduce. when I go to the same spot on the same server and spawn the same base the issue doesn't happen again. if you can find a way to reproduce then I might be able to do something. I've already tried raycasts, checking physics in the areas reported and everything looks normal to me so it's unknown. however, if you can /rbe that same base and it still floats each time then that's not the same issue. in that case, height would be modified in the profile or the base's copypaste file.
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Changed Status from Pending to Closed
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haha no worries, enjoy
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heya, ya the quotes were missing from the commands that you used. you can copy the above commands next time and rename the bases in those instead curly quotes are not supported though. it needs to use straight quotes like in the above commands
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Changed Status from Pending to Closed
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hi, it's not installed, answered here already: https://codefling.com/files/support/28380-rasta/
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heya, Oxide is telling you that there is no plugin with that name in your plugins folder so you'll need to install it
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heya, it would be another plugin such as your PVE plugin if not using TruePVE or some other. there are no options in RB to block samsite damage, only to prevent it from targeting to begin with. Range (350.0 = Rust default) and plugin default is 75 so if you're shot then RB will always allow the damage, but another plugin can still block it
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ya I couldn't say. there have been no updates, so if it was working then something has since prevented it from working
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Changed Status from Pending to Closed
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heya. ok great, have fun!
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heya some plugin is blocking it then
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heya, that would be another plugin if players are authorized to the TC on entry I only block targeting when in noclip if configured, and always when in vanish only my npcs are authorized on the TC
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@MegaPihar heya mega, it's intended that players be able to kill any npc, and you can block it with the below options. there are no plans to add a delay though. set in the profiles, oxide/data/RaidableBases/Profiles "Allow Npcs To Shoot Players Outside Of The Dome": false, "Block Damage Outside To Npcs When Not Allowed To Leave Dome": true, "Block Damage Outside Of The Dome To Npcs Inside": true, "Allow Npcs To Leave Dome When Attacking": false,
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@gavin wheatley heya, just set one of them to true and it will change it for you when the event spawns. it will change once the base has pasted and gets setup by RB, that can take a minute but it happens before the event starts. otherwise look for errors if it's not working "Wooden": false, "Stone": false, "Metal": false, "HQM": false,
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Changed Status from Pending to Closed
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lol no worries! I'm glad you like the plugin, enjoy!
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hi, that is how you configure it. it will give a reward unless you're using noclip, vanish or have it set to remove admins in config.
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hi, thanks for reaching out. these are good ideas and will be implemented in the next update. I tracked down a second issue with the despawn hook which RealPVE uses, RaidableBaseTimeUpdatedBar -> AdvancedStatus -> DrawBars -> multiple network calls. similarly, limiting the amount of calls from RaidableBaseTimeUpdatedBar to AdvancedStatus minimized the issue, but it would really help to reduce the amount of network calls inside of DrawBars. you could start by removing DestroyUi where possible. destroyUi is a property in the Facepunch UI and if you were to add this to your json string then the previous ui would be destroyed whenever AddUi is called. this will help minimize any impact DrawBars might be having in other cases, and it reduces flickering. due to this, I had already implemented a 1 second debounce for the despawn hook but I will use your suggestion instead. thanks! https://github.com/Facepunch/Rust.Community/blob/f1eef905473105e7814b984bc5745d4d9cbaa006/CommunityEntity.UI.cs#L77 here is one example: public static void DrawProgress(BasePlayer player, AdvancedBar bar) { string uiName = bar.UiNames[5]; if (bar.Progress > 0f) { // add destroyUi to your json string here. the next time AddUi is called the previous UI will be destroyed before the new one is added. CuiHelper.AddUi(player, "json"); } else CuiHelper.DestroyUi(player, uiName); }
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Changed Status from Pending to Closed