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Everything posted by nivex
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@Dead Nasty haha, it's quick for you to do a fix which is I post them. If you have "PluginWatchers" set to false in oxide/oxide.config.json or "ScriptWatchers" set to false in carbon/config.json, Then, you can edit the RaidableBases.cs, apply fix, and upload it to the server. Do not reload unless there are no pending events. If there are pending events, then you can schedule an automatic reload with: rb.toggle scheduled_reload This toggles all new raids off, and scheduled_reload will automatically reload the plugin after all current events despawn, applying your new fix. If there are no pending events then do not schedule a reload as there will be nothing active to schedule with. Just reload with o.reload or c.reload in that case.
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- 636 comments
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- #rust
- #rust plugin
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@Boozo hi, I don't think there's an effective way to do that, no. Block Weapons From Use is in the config, not in the profiles, and they'd be able to exploit this with rockets by firing from outside of the dome Player Damage To Base Multipliers isn't much help for that either. you need to understand what damage type each weapon does first, and it's only for damage types. so you can't choose satchels but not c4 I think an option to restrict by item tier / workbench level is a good idea, but I don't like the idea of trying to control what specific items they can or cannot use individually
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@Badkemp yep, you can disable Eject Corpses From Enemy Raids in the profiles
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@Badkemp the modifier is set to 0, so the explosive damage will be blocked. the default is 100 so I would set it back to that "Explosion Damage Modifier (0-999)": 0.0,
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hi, what is happening? if only building blocks are immune to damage then it would be the Building Blocks Are Immune To Damage option in the nightmare profile if everything is immune to damage then that vastly changes the answer: another plugin or another option. if it only affects nightmare bases then it is most likely the above option. I don't know of any plugin that would only affect nightmare. @Badkemp
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hi, not entirely correct. if the option is false and they have a player lockout then they can only enter their own raid. player lockouts will never prevent a player from purchasing or entering their own event. raidablebases.canbypass, raidablebases.lockoutbypass, noclip and vanish can all bypass this. buyable cooldowns do not prevent entry into events, only player lockouts do. buyable cooldowns determine how often you can buy your own raids, and those are slightly buggy atm.
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@CraZyL22 hi, this is bugged after a recent Rust update, but very easy to fix fix via web panel: open RaidableBases.cs, go to line 16525 and move it to line 16522 or, fix via notepad: CTRL+X on line 16525 and CTRL+V on line 16522 @illknown hi, thank you for helping him! if the shop handles the purchase then it's not possible for RB to refund it. if RB handles the purchase then it can. more on this is in the documentation. the same fix above needs to be applied.
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heya, if there are any translation issues then please let me know. RB does not use the NpcSpawn plugin, and nothing indicates that NpcSpawn is the cause. NpcSpawn can use a fallback position when a sample fails, and it should not do that. RB uses its own NPCs. Before spawning an NPC, RB samples the navmesh. If the sample fails or no valid position is found, RB does not spawn the NPC. The spam briefly stops whenever "hongchen" kills a Scientist, which indicates vanilla NPCs as the cause. This is likely the Unity bug that many servers run into. Facepunch has added their own navmesh system. Instructions for enabling it are in their official post: https://rust.facepunch.com/news/built-different#NEwnavmesh
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Changed Status from Pending to Closed
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heya, that is mostly correct, but it is optional with Allow Ally With Lockouts To Enter if enabled, lockouts will not prevent a player from entering someone else's purchased event if they are in a team/clan/friend if disabled, the player will not be able to enter any event for the difficulty that they have a lockout for. player lockouts will never prevent a player from purchasing their own event, and this is what Buyable Cooldowns are for. player lockouts are not applied to any event in a purchased state - if it becomes inactive and defaults back to the public then it is possible. Issues with the cooldowns and messages have been fixed in the next update, if you do not receive a message then the command was not received by the plugin to begin with
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if you meant player lockouts then I do not use the words "cooldown" and "lockout" interchangeably. they are not the same mechanic. cooldown = restricts how often you can perform an action aka buyraid lockout = restricts how often you can enter an area/event if using realpve then the price must be set to 0 in data/RealPVE/RaidableBasesConfig or the player lockouts cannot work as any purchased base will use buyable cooldowns only. this has not changed though. lockouts are working normally
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- 126 comments
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- #rust
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(and 56 more)
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- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
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- #permission
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- #economy
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- #rad
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- #queue
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yes, they should see the cooldown ui even if they were offline previously.
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hi, ok, I will look into it. you shouldn't see the cooldown ui
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heya. most of these issues I haven't heard of before and I'm not able to reproduce them by myself but it should be easy to fix. I can add any potential missing messages, and ensure that buyable cooldowns are always applied correctly though there are no cooldowns configured for admin or those with raidablebases.allow permission. a bad copypaste file can easily cause issues with a purchase, but I need an error from the server console to help with that. "They were able to purchase a base, but after purchasing, nothing spawned and no message was shown." this is a bit confusing. it is possible to press buy and not receive any response, that has happened to me and I will look into it. but if payment was taken then there is always a message.