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Everything posted by nivex
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- 634 comments
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- #rust
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- 634 comments
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yes, the smaller base next to the larger base is preventing the conversion as you suspected because the smaller base is active. I will have to fix it, but that requires properly identifying external TC versus a whole base. edit: removed some information since I cannot think clearly enough the joy. lots to think about and fix
- 634 comments
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- 1
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- #rust
- #rust plugin
- (and 6 more)
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- 634 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 634 comments
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- 1
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- #rust
- #rust plugin
- (and 6 more)
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- 634 comments
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- 1
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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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@NoxiousPluK hi, that is nothing to worry about and won't affect any bases that aren't abandoned. you can reduce Sphere Radius or enable Use Dynamic Sphere Radius, but it will still overlap bases when players build too closely. I recommend enabling Use Dynamic Sphere Radius so that it doesn't use Sphere Radius of 50 for every base. if you adjust Sphere Radius and it's too small and a base is larger than the actual radius of the base then it cannot work properly. by using Use Dynamic Sphere Radius it will make the radius the size it should be, and pad it slightly with Padding Added Onto Dynamic Radius. the radius will not exceed Max Dynamic Radius, so if you have large bases on your server then you will need to adjust it to accommodate the larger size bases "Sphere Radius": 50.0, "Sphere Radius (Legacy Shelter)": 25.0, "Use Dynamic Sphere Radius": true, "Max Dynamic Radius": 75.0, "Padding Added Onto Dynamic Radius": 9.0, "Min Custom Sphere Radius": 25.0, "Max Custom Sphere Radius": 75.0,
- 634 comments
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- 1
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- #rust
- #rust plugin
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- 634 comments
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@Komorebi heya. there's an issue with your server, but that might be a game bug. SamSite.ISamSiteTarget.serverList should not contain destroyed entities which is why this error is thrown. I can still fix it though. change line 12727 in the .cs file if (server is MLRSRocket || Vector3.Distance(server.CenterPoint(), v) > raid.Options.SamSite.Range) to if (server is MLRSRocket || server is not BaseEntity entity || entity.IsKilled() || Vector3.Distance(entity.CenterPoint(), v) > raid.Options.SamSite.Range)
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@Dead Nasty it might be that you have a plugin calling StopAllCoroutines, which could stop everything from working in RB (including the queue) if the queue was still running but failed to find positions then there would be debug messages, but there isn't. everyone would've been kicked from queue after it failed too. so it must not be running then I bet. other possibility is an admin paused it with rb.toggle try rb queue_clear next time and tell me if they are able to re-queue and spawn then. it will refund them.