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Everything posted by nivex
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no problem. i recommend using Fortify on steam.
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hi, that is strange. I've tested this 4 times the same way you have and the fog of war doesn't reset. this is something on your end.
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hi, there are no settings for that as it isn't a viable option. the plugin doesn't know the layout of the bases like a person does. it would just remove at random, and if removed per floor instead it would do that in error often. this is something you need to edit in the copypaste file. raideasy9 and raideasy10.
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Yeah, 3 times I don't touch that code though so it's not RB
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Just tried this again, fog of war doesn't reset on restarts. The only way you can reset fog of war is by wiping your map, a plugin calling fogImages.Clear or OnFogOfWarStale, the game calling OnFogOfWarStale, or server.fogofwar not being set properly (see above). RB does not modify that.
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I tested it on a freshly wiped map. gamemode.set hardcore (21:26:31) | Game created! type was : assets/prefabs/gamemodes/hardcore.prefab (21:26:37) | server.fogofwar: "True" -server.gamemode hardcore -server.fogofwar true I ran around the map, uncovering a bit of it, then raided 3 bases. I restarted afterwards, and fog of war was not reset.
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I'll check it out. Don't see what RB has to do with hardcore or FOW though. I don't modify that.
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Changed Status from Pending to Closed
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youre welcome, enjoy!
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heya, no, remove equipped weapon is for replacing the weapon when it has one from the copypaste file already, then it will equip a random weapon from the random weapons list. Entities Allowed To Drop Loot is where you configure drops
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"Allow Bases To Float Above Water": false, I don't think this should be false for your application, but I don't think water settings are the right settings for this either. I could be wrong though, I have not tried such a strange setup before but it's definitely interesting! I know it's possible, as one user has done this before, but it's not easy. he had to write harmony patches to get around some of the game's limitations. just fiddle with the height settings. put them in the sky if nothing else works.
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hi, enable the ui "Lockouts UI": { "Enabled": true, "Hidden While Buyable Events UI Is Closed": false, "Offset Min": "-117.966 -149.658", "Offset Max": "-17.834 -106.342", "Panel Alpha": 0.98, "Background Color": "#242020", "Title Text Color": "#FFFFFF", "Title Embed Color": "#242020", "Title Panel Color": "#000000" }, example lockouts. ensure lockouts are properly configured: "Player Lockouts (0 = ignore)": { "Apply Lockouts To PVE": true, "Apply Lockouts To PVP": true, "Apply All Lockouts Everytime": false, "Block Clans From Owning More Than One Raid": true, "Block Friends From Owning More Than One Raid": true, "Block Teams From Owning More Than One Raid": true, "Block Players From Joining A Clan/Team To Exploit Restrictions": false, "Time Between Raids In Minutes (Easy)": 15.0, "Time Between Raids In Minutes (Medium)": 20.0, "Time Between Raids In Minutes (Hard)": 30.0, "Time Between Raids In Minutes (Expert)": 45.0, "Time Between Raids In Minutes (Nightmare)": 60.0 },
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I'll give a general answer to lockouts. 1. lockout applies to public events only (not buyable events). 2. it can easily be bypassed by an admin or those with lockoutbypass permission. 3. it does not apply to admins by default. 4. this setting can hide it when buyraid is closed, Hidden While Buyable Events UI Is Closed otherwise, the question just doesn't make any sense
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no problem! you can try the forced height setting in the profile, but not sure thatll work play around with these "Height Adjustment Applied To This Paste": -50.0, or "Force All Bases To Spawn At Height Level (0 = Water)": -50.0, "Enabled (Forced Height Level)": true, that will apply to all bases in that profile, so you can either put these into a new profile (you can have as many profiles as you want) or set individual heights per base, same spot you add the base name to. don't think this will work too well though but you can try.
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hi, you have an invalid position in the config. Block Spawns At Positions
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hi, fun trumpet is blocked. you can try removing this in the .cs, but it was kicking people before. Options.AutoTurret.Shortnames.Remove("fun.trumpet"); Options.AutoTurret.Shortnames.Remove("snowballgun"); Options.AutoTurret.Shortnames.Remove("flamethrower"); Options.AutoTurret.Shortnames.Remove("homingmissile.launcher");
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@maxalt yes, they are scientists if you want to specify actual murderer prefab names then murderers will use them. if you specify only scientist prefabs then it will be only scientist loot. "scarecrow", "scarecrow_dungeon", "scarecrow_dungeonnoroam"
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@miniMe_rust its not necessary to block the spawn of deployables when the TOS option blocks it from being picked up by players. either way, its not a suitable option for raidable bases. its simply inefficient and bad on performance. spawning the entity to begin with is the only elegant solution. all others cause a further impact on performance