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Everything posted by nivex
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@vanzylquintin42 heya. it's likely another plugin blocking it. otherwise, there are very few options that would do that. Block Damage From Outside To Base (true by default) Cooldown Between Events Blocks Base Damage (true by default) Cooldown Between Events (3600 by default) otherwise it's another plugin. TruePVE requires no modification. AB will override that plugin.
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@S0TR I wasn't able to get the weaponrack method exposed, so I have disabled my code for weaponrack support. I have made it possible to re-enable it using reflection though. if you edit the (new) .cs file and remove all references of //REM: then it will work. just be careful to not remove the rest of the code on any line with a reference to that. I think it's safe to use that code, but I don't know for certain without someone to test it.
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- 634 comments
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- 634 comments
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@S0TR hi, somehow your entities are being destroyed in the same frame. not sure how that's possible in that specific hook but it doesn't really matter. easy fix. it's fixed in the next update, thanks to misticos. public static bool IsKilled(this BaseNetworkable a) => (object)a == null || a.IsDestroyed || !a.isSpawned; on line 23983 is being changed to public static bool IsKilled(this BaseNetworkable a) => a == null || a.IsDestroyed || !a.isSpawned;
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@Magnumk I can add it in the next update. so that you can add {basename} to Marker Name in the config, or you can add it to the MapMarkerOrderWithMode and MapMarkerOrderWithoutMode messages in the language file. though I advise against it. it'll get to a point where some players won't go to specific bases in favor of others. think of it like doing quests in a MMORPG where you can just look at the map to see what quests are available. if none seem interesting then you are more inclined to log off sooner than later. that hurts player retention. otherwise if they don't know what's available then they must invest time to travel which keeps them engaged, and they're more inclined to raid to avoid boredom and because they've dedicated time and effort.
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@Dead Nasty hi, if you didn't get any messages then ab.debug wasn't toggled on. it requires you to be an admin, and to have abandonedbases.admin permission there's so many reasons why bases won't be converted. namely permissions are not granted from config, or incorrect configuration values regarding anything with radius in the name. if an admin has abandonedbases.immune and you use another plugin that auto-auths on player bases then they would never be converted if you remained authed on their TC, or even built something at their base. it could be a bug too - but no bug that I'm aware of would prevent EVERY base from converting. I'd DM, but you aren't accepting messages.
- 634 comments
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- #rust
- #rust plugin
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- 634 comments
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- 1
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- #rust
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