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Everything posted by nivex
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yes. it requires the Rust update for December which hasn't been released yet. it will compile when Facepunch releases that update, and Oxide releases its update to work with the new Rust update
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hi, the Rust update has not been released for December yet
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hi, see the update notes. it requires the Rust update
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- 572 comments
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- #rust
- #rust plugin
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- 572 comments
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- #rust
- #rust plugin
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@PhatBlinkie heya 1. yes if a player is inside of the event then they can be killed in PVP. there's no mechanic that can prevent this without being exploitable. so lets say that I don't allow PVP until the player takes some specified action against the event - then they can just walk in, do nothing, and stalk their target until they are ready to attack. it's just unavoidable, and players should not build so closely together. you can reduce the event radius as well. 2. I would need to see a screenshot of this as being on a rock should not matter
- 572 comments
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- #rust
- #rust plugin
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hi, any base that spawns in the ground like this was not copied properly you can modify the individual height for bases in the profiles, but the base needs to be recopied properly. that is, from the center of the base only, and at the correct height so that /paste shows it spawning with half of the foundation exposed
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- 572 comments
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- 1
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- #rust
- #rust plugin
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- 572 comments
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- #rust
- #rust plugin
- (and 6 more)
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Changed Status from Pending to Closed
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heya ok, glad you got it working. enjoy
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@oldmenrust heya, if players cannot repair items then disable Block Plugins Which Prevent Item Durability Loss by setting it to false in each profile under oxide/data/RaidableBases/Profiles/ helicopters do get bounced into the stratosphere. it will be fixed in next update. you can set Eject Mounts -> Minicopter to false (as well as AttackHelicopter and ScrapTransportHelicopter) but it will still happen if the player tries to circumvent some other setting when mounted to one of those mounts if you want to fix it now you can edit the RaidableBases.cs plugin file and change on line 10072: float forceMultiplier = vehicle is GroundVehicle || vehicle is BasicCar ? 1f : vehicle is BaseSubmarine ? 1.25f : 15f; to float forceMultiplier = vehicle switch { BaseHelicopter => 2.5f, GroundVehicle or BasicCar => 1f, BaseSubmarine => 1.25f, RidableHorse => 3f, Tugboat or BaseBoat or _ => 15f };
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@Oldbtchsgaming you can use the height setting per base in the profiles, but really the base should be recopied from the proper height and use /paste to verify. half of the foundation should be exposed above ground. you could simply edit the copypaste file itself and change the height there. height setting in profile, this should be used as a last resort. height setting in a copypaste file: this should only be used if you cannot get it to /copy properly
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heya. they can use one of these commands /rb resetui status|buyable|delay|lockout|cooldown so if they put the status ui on top then type: /rb resetui status if they type /rb resetui by itself then it will reset all of their ui
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no problem. glad you sorted. ya, RB handles it all independently of everything except CopyPaste
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hi, it can still be another plugin regardless. any plugin can override TruePVE while its loaded, which is what RB does. but you don't have tracing enabled. there's no need or benefit to have it disabled as it is only ever used when you type /tpve.trace use that, reload TruePVE, go out of the event, type /tpve.trace, walk back in to the turret, type again to turn the trace off. look in the server console. if you see any relevant trace messages from turrets then there could be an issue such as Protection Radius not being large enough for that specific base. otherwise, you should not see any relevant messages as RB should override it. if RB did not allow it, then another plugin has prevented it. I suggest turning trace on AFTER you enter the event
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Changed Status from Pending to Closed