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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    @muhendisbey yes. settings are in those files.
  2. nivex

    Raidable Bases

    @muhendisbey this plugin doesn't use NpcSpawn. it uses its own npcs setup in the profiles, oxide/data/RaidableBases/Profiles/
  3. nivex

    Raidable Bases

    @muhendisbey hi, inside raid bases? it requires areas that have no obstructions outside requires the same but it must be on the navmesh too
  4. nivex

    Abandoned Bases

    @Dead Nasty ok, thank you. I have pushed update 2.1.5 to fix this
  5. nivex

    Raidable Bases

    @0g.Ghost.7373 it's a dumb implementation, but I thought it worse to have all arrows visible at all times since it would take more space and be more cluttered rip
  6. nivex

    Raidable Bases

    @0g.Ghost.7373 hi, you can click the arrows to move it to where you want it to be type /rb setui status this will save the new position to the config, and update it for every player
  7. nivex

    Raidable Bases

    @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)
  8. nivex

    Raidable Bases

    @Dead Nasty ok, try the rb queue_clear command when it happens again then. I don't think that plugin is causing it. you would need to search plugins for the StopAllCoroutines text. notepad++ is great for this. @tamwilson1979 hi, ok, I will let the developer know
  9. nivex

    Raidable Bases

    @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.
  10. nivex

    Raidable Bases

    @Dead Nasty what is supposed to be enabled? because nothing in the screenshot is
  11. nivex

    Raidable Bases

    @Porky np. you would use the economics settings
  12. nivex

    Raidable Bases

    @Porky hi, set Always Maintain Max Events to false in the config
  13. nivex

    Raidable Bases

    @Dead Nasty I forgot to mention `rbe active` which prints output for events, as well as `rbe debug` that gives the debug from it. very helpful too
  14. nivex

    Raidable Bases

    ok, released 2.8.9 with a few changes. please see the notes. enjoy namely a fix to the ranked ladder resetting on server restarts
  15. nivex

    Raidable Bases

    @Dead Nasty really not sure then. I'd look for a corrupted copypaste file. it could be a profile in that directory, a file with text that ends with null, a file with text that starts with null, or a file where a key is null can be hard to find when you have no error. I don't have issue with this on my servers so that's why I think it is a corrupted file but its hard to know with so many options changing its behavior. edit: you should use rbe debug when this happens and toggle it back off. you can DM me the text
  16. nivex

    Raidable Bases

    @Dead Nasty just to clear up any potential confusion. it would be normal for a player to see a message indicating they were added to the queue when there are no other events spawned. players will always be put into queue, even when there are no events spawned. the plugin must find a suitable location each time a base is to be spawned. if the queue stalls and requires a plugin reload then it could be a corrupt copypaste file. this can happen even if you have made no changes. there should be an error in the logs for this. I do try to prevent stalls but there are so many ways in which an error can occur. otherwise, check if there are any errors in the logs, and send me a screenshot.
  17. nivex

    Raidable Bases

    @Dead Nasty you can't. use the below options player lockouts is for public raids buyable cooldowns are for private purchased raids
  18. nivex

    Raidable Bases

    @Dead Nasty can you show a screenshot
  19. nivex

    Raidable Bases

    @KingSizeKevin yep use stack size limit is an option in the config.
  20. nivex

    Raidable Bases

    Wipe triggers when Rust protocol changes in the config is not working properly, and can cause your ranked ladder to reset the current wipe data, lifetime ladder is not affected. I will release an update to fix this later today. you can disable it for the time being.
  21. nivex

    Raidable Bases

    @muhendisbeyhi, you need to update. @KingSizeKevinyes, you can set the stacksize in the loot table itself. { "shortname": "explosive.timed", "name": null, "blueprint": false, "skin": 0, "amount": 18, "amountMin": 18, "probability": 1.0, "stacksize": 6 },
  22. nivex

    Raidable Bases

    @HunterZ the pvp delay will not expire until its duration has elapsed. that option has no bearing on it. it is there so that if the base despawns then the fight can continue until pvp delay expires. though as I mentioned it will not work if there are no events remaining after that despawn occurs I will go ahead and make it expire the pvp delay on despawn when that option is false even though its not what the option was initially for, but it is ideal that the pvp delay expire when the base despawns since it would have no functional use when that option is false
  23. nivex

    Raidable Bases

    ok, the new hooks look good then @HunterZ?
  24. nivex

    Raidable Bases

    @HunterZ ok, ya, you could use the exited hook, but I will add a hook when it resets the delay time. I just realized there is no hook when PVP delay starts, except from OnPlayerExitedRaidableBase like you suggested but it should have its own dedicated hook so ill add that too. lol no, it expired for me private void OnPlayerPvpDelayExpired(BasePlayer player, int mode, Vector3 v, bool pvp, string id, float a, float b, float c, ulong ownerid, string basename, DateTime spawn, DateTime despawn) { Puts(player.displayName + " delay expired"); } @Rustalia heya thanks for the compliment. it adds points: 1. when the event is completed which is when it is looted (and the amount of loot required is shown on the status UI inside of the event), or 2. if you change it to use Destroying The Cupboard Completes The Raid then it will add points at that time too, or 3. if you use Required Loot Percentage For Rewards and use Destroying The Cupboard Completes The Raid then it will add points once the required loot is met. winners are anyone that actively participated in the raid. Each Player Must Destroy An Entity For Reward Eligibility can further enforce this requirement. participants is anyone that uses explosives, fire, melee weapons, explosive ammo, anyone that loots a box, anyone that destroys an entity, and anyone that kills an npc.
  25. nivex

    Raidable Bases

    @HunterZ PVP delay was changed to prevent an exploit. players will get PVP delay when engaging in PVP, and when leaving the event now. I can implement something if you have a suggestion. OnPlayerPvpDelayEntry is called on entry as intended, but it's not checking AllowPVP is true which is not intended. I don't know why this hook exists as it's useless. it's only purpose is to inform you that PVP delay is enabled in the config which is odd at best. it's the same exact hook as OnPlayerEnteredRaidableBase otherwise. I am going to remove it unless you have a use for it. OnPlayerPvpDelayExpired won't get called until it expires. if you want it to expire immediately on despawn then that can be implemented. PVP Delay Between Zone Hopping Persists After Despawn allows anyone still with the pvp delay to continue fighting until it expires. it will not work if all events are despawned though, because the hooks are unsubscribed when there are no events. I am seeing an issue with the UI not displaying the PVP delay some times though, which I will fix
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