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nivex

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Everything posted by nivex

  1. nivex

    Loot Spawn Numbers

    heya, sure seems like another plugin causing that conflict. i have no other reports of it, though I'm sure others will have same issue if using the same plugin it's conflicting with. could be an issue with your io queue too but doubtful
  2. nivex

    Electrical Problems

    haha understandable, there are over 600 options so that's easy to do !
  3. nivex

    Electrical Problems

    Ah, I see, you can set Requires A Power Source to true under Tesla Coil in the profiles, oxide/data/RaidableBases/Profiles/ the line number will vary, just search for it in each of the profiles.
  4. nivex

    Electrical Problems

    heya, welcome back to Rust! I have not heard of such a problem, make sure you have updated copypaste plugin. if this does not solve it, please specify in detail exactly what issue it is that you are having
  5. nivex

    Raidable Bases

    @beetlesure no problem
  6. nivex

    Random Skin

    hi, please see the update notes. this behavior is intended, minus the wallpaper, to comply with the changes to the Facepunch Terms of Service. I make no exceptions to this at the moment (except admins in vanish/noclip can loot, as always). I have posted this multiple times in the discussion tab if you want to read about it in length there. copypaste plugin has its own new options for any base that spawn, to block skins and paid content in its files. I do not block those. everyone is required to use the ImportedWorkshopSkins file if they want skins now, in order to comply with the Facepunch TOS. wallpaper is an issue in truepve, ill release a fix for that when I can
  7. nivex

    Loot Spawn Numbers

    hi, the in-game ui shows what's required to complete the raid, including TC even if not a requirement, and items in TC can stack. it does not reflect the loot in other containers. if you want to see the total number of items generated then it will be output in the server console (rcon)
  8. nivex

    Raidable Bases

    @SugarHunny hi, yes but radiation is in the profiles, oxide/data/RaidableBases/Profiles/
  9. not without seeing your files, DM them to me, and please leave this thread closed. config + easy profile + 1 easy base from the copypaste folder.
  10. nivex

    Raidable Bases

    @Tay Hi, I tested those exact steps for you using your config, once with Maintained Events, and again with Scheduled Events. Both times the base unlocks (Lock Treasure Max Inactive Time) after the configured time, the owner's name is removed from the map marker, and I received the lockout. There is no such functionality with purchased / Buyable Events, that was removed. Is that what you're asking about? Your messages are too vague.
  11. nivex

    Raidable Bases

    @Tay It will unlock for everyone else, Lock Treasure Max Inactive Time (Minutes) The timer after finishing the raid is a different option, Minutes Until Despawn After Looting
  12. Changed Status from Pending to Closed
  13. no worries, have fun!
  14. Hi, not really. plugins expect the turret to be owned by a player, but that's not possible because it has no owner except the event your death note plugin could just give a generic name instead
  15. nivex

    Raidable Bases

    @Tay Hi, set to 10 for 10 minutes Lock Treasure Max Inactive Time (Minutes)
  16. nivex

    Abandoned Bases

    @miniMe_rust I can look at making the hooks more fluid like with RaidableBases, and adding some additional hooks in key areas OnAbandonedBaseEnded makes sense when you understand why. There are two lists for BasePlayer and ulong for when players are dead and offline (meaning the BasePlayer will be null, allowing you to still find them by the ulong). I can add the owners to the hook
  17. nivex

    Abandoned Bases

    @miniMe_rust Heya, A and C do not exist, and B and D have the wrong signature which is why they don't work for you void OnAbandonedBaseStarted(Vector3 center, float radius, bool allowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities) void OnAbandonedBaseEnded(Vector3 eventPos, float radius, bool allowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities) OnAbandonedBaseStarted is called when the event is found which is 1 frame before it starts. I suppose I could add a Start and Started hook separately OnAbandonedBaseEnded already serves as a completed hook, and is before the base is despawned
  18. Changed Status from Pending to Closed
  19. ya some times you just have to try more than once for some odd reason. usually downloading again works, otherwise swap to another browser and download with that next time good luck
  20. Changed Status from Pending to Closed
  21. you're welcome! enjoy
  22. Hi, that error is from 3.0.5 so just download and try updating it again.
  23. you can send me that specific base and its profile. I'm happy to find the issue
  24. heya twig by default all bases have an increased height of 1, and they will spawn normally unless they were not copied properly. you can use autoheight, but the base really should be recopied when it spawns underground or too far into the water when copying a base, stand in the center, on the foundation, while looking at the foundation. verify with /paste before using it again. the top of the foundation should be near slightly above ground by about 0.2 to 1 meter (ideally 1.5 but that's difficult). the increased height of 1 will be sufficient to keep the majority of the base above ground. small sections of the base going into terrain is acceptable, and any boxes clipped under the terrain will be destroyed (by default) and have its loot moved into other boxes.
  25. Hi, I don't think this is caused by Dangerous Treasures, sorry It still appears to be a shared pool issue, which would explain the error in my plugin. To clarify: my plugin does not modify that collection in EquipWeapon, so the error would have to originate from another plugin. What makes this incredibly difficult to figure out is that doesn’t necessarily mean the other plugin is at fault — it could be using a pooled list correctly but still be affected by a third! plugin that has already corrupted the pool.

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