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Everything posted by nivex
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Changed Status from Pending to Closed
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good to know
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yeah, wish I could be of more help, but it just boils down to a conflict with another plugin or some server-side issue. i know, that's vague but I can't tell you without literally logging into the web panel with full access and debugging it myself. that's time consuming. though each time i've done that, in the past 2? years, it's always been one of those two causing it.
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@Chloe_Glano deployables that are skinned that cannot be picked up are not in violation; they're decorative only. no one should be able to loot an item, or pickup a deployable, if they don't own the skin/dlc. there's a known issue with pickup of skinned deployables not being blocked, fixed soon (you can reload post-restart to temporarily fix until the next restart, too) to clarify: Items are either loose in boxes or on the ground, and deployables are placed in the world by a player (or by a plugin)
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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
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haha understandable, there are over 600 options so that's easy to do !
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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.
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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
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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
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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)
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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.
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@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.
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Changed Status from Pending to Closed
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no worries, have fun!
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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
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@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
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@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
- 634 comments
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- #rust
- #rust plugin
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Changed Status from Pending to Closed
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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
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Changed Status from Pending to Closed