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Everything posted by nivex
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I think I've fixed the issue with "Status UI" and "Ladders" not working, but awaiting further testing to verify before I release an update. just have your players re-enter the event a second time after they die. in addition to the next update: I've added a new option to set how many hours after a wipe each difficulty level can spawn. For example, you could set Nightmare difficulty to 72 hours, so Nightmare raids won't spawn until 72 hours have passed after a wipe. This option is available separately for Scheduled and Maintained Events. For Buyable Events, there's added flexibility for VIP groups and permissions. For instance, if Nightmare is set to 72 hours, you could set a VIP permission to 48 hours and another VIP group to 24 hours. A player with the 24-hour VIP group would be able to purchase a Nightmare event after 24 hours instead of waiting the full 72. Note that these restrictions apply only to the spawning of events, not entering them.
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@Todays Ambitions yes, if Amount Of Items To Spawn is less than the total amount of loot items in your loot tables then it will pick from them randomly. typically you would put such items that you always want to spawn in the Base Loot table and enable Always Spawn Base Loot Table in the profiles. then allow everything else (Difficulty Loot) to spawn randomly.
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@fullwiped heya 1. sure, I can add the option to delay spawning after a wipe 2. it's intentionally not allowed for anyone to build a foundation onto the base due to exploits where players would extend the foundations from the base to outside of the bubble to bypass other restrictions. @ChardaZAR odd that "shortname" was null. are you mistaking that with "name" ? not sure how "shortname" would be null, but "name" should be unless you have a specific custom item that you're adding btw, if you want base loot to always spawn then you can enable Always Spawn Base Loot Table in the profiles. otherwise it will be picked randomly with Difficulty Loot. that is the purpose of base loot (to spawn with a specific profile, always, or randomly, depending on that option) I suggest using this to edit your loot tables, https://codefling.com/tools/raidable-bases-loot-table-editor Destroying The Cupboard Completes The Raid is in the config. you can set it false if you don't want the event to end when it's destroyed/looted.
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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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- 634 comments
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- #rust
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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.