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Everything posted by nivex
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@maxalt only the server console will show you the full amount that spawned. the in-game ui shows what's required to complete the event, reduced by however many items stacked in the TC. nothing is missing.
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hi, RB cannot spawn items unless they're in a loot table. that would be some other plugin, and the behavior of using the phone and it spawning an NPC is not part of RB.
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@mcsigu thats configured fine. nah there is no way. they need to complete their raid before buying another. what purpose would that serve? there are options for them to despawn their event if they dont like it. there is an option for them to be able to start another as soon as they complete their current raid. so i see no reason why they should have two or more consecutive raids
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@mcsigu heya, it's in the config and structured similar to maintained events. you set the amount for each difficulty, then set that total as the max buyable events. "Max Amount Purchasable Per Difficulty (0 = infinite, -1 = disabled)": { "Easy": 1, "Medium": 1, "Hard": 1, "Expert": 1, "Nightmare": 1 }, that's 5 total, so set the max buyable events to 5 "Max Buyable Events": 5, no single player is allowed to buy multiple raids at once. 5 different players can buy 1 raid each.
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Changed Status from Pending to Closed Changed Fixed In to 3.0.7
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the errors have been fixed in 3.0.7 have fun!
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3.0.7 has been released. It fixes two issues where the plugin would not spawn bases, any other issues are on your end. Be certain to update your Rust server when they release a hotfix. Hopefully one of those hotfixes will fix the broken monument markers, which cause the monument name to show incorrectly on the in-game map. See the update notes
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someone is pretending to be me by using my name and profile icon on various platforms. I don't message people, they message me. I don't add anyone as a friend, they add me. I will not message you, but you are welcome to message me. I will not initiate the conversation though. Why would I? To contact you about your cars extended warranty? I will not add you as a friend either, but if it makes you warm and fuzzy inside then you can add me and I will accept so long as you don't have cooties. Bottom line: I write to everyone in public channels like this one, so I can be held accountable, and so others can see what I've said because they might find it useful. I don't go out of my way to message anyone unless they've messaged me first.
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Stopping difficulties from spawning makes them not purchaseable
nivex replied to Bear Grills's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to Next Version -
several have the issue. I'll find a workaround until FP can fix it.
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hi, sounds like map with a broken monument marker. it would be the monument that has no name label on the in-game map. I can fix it from breaking my plugin, but I cannot fix your broken map.
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Changed Status from Pending to Closed
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np. yes, you can disable the destroy code for automated events, "Do Not Destroy Base When Despawn Timer Expires": true, for any manual events, "Do Not Destroy Manually Converted Base When Despawn Timer Expires": true,
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Player Lockouts ignored when Profile uses “Permission Required To Enter
nivex replied to Chloe_Glano's Support Request in Support
Changed Status from Pending to Closed -
Player Lockouts ignored when Profile uses “Permission Required To Enter
nivex replied to Chloe_Glano's Support Request in Support
you're welcome, enjoy! -
@MichuX nah, sorry, it's not possible for the plugin to delete all of the TC on the server. it is strictly limited to the owners of the base, within the radius set in the config.
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hi, this plugin wouldn't be the cause of that. the code is specific to the owners of the base. BetterTC was known to do this, should be fixed in the last update.
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Player Lockouts ignored when Profile uses “Permission Required To Enter
nivex replied to Chloe_Glano's Support Request in Support
heya, those are not related and there's no known issues with lockouts. canbypass, lockoutbypass and allow permissions all bypass it by default. so does being an admin. vanish and noclip will bypass it as well. there are no lockouts for buyable events, only buyable cooldowns that prevent you from purchasing the same difficulty again. -
it might have been a cache issue, but a restart shouldn't help unless there's a deeper issue with your web panel or server. anyway, glad you sorted it. for clarity: 100% chance is redundant, because the convert options exist for that purpose. % chance is for setups where PVE and PVE are both desired based on a % chance for PVP to spawn instead of PVE. so if you wanted 90% of events to be PVP then you would set it to 90.0
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@Commo no. it is not possible to be PVE. "Convert PVE To PVP": true, "Convert PVP To PVE": false,
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@Commo no, it is impossible to be PVE when Convert PVP to PVE is false and Convert PVE to PVP is true. setting chance to 100% is redundant.
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heya, you have it backwards, PVE is enabled. swap to true and false. "Convert PVE To PVP": false, "Convert PVP To PVE": true, Include PVE Bases is unrelated so setting it to false will have zero affect. "Maintained Events": { "Always Maintain Max Events": true, "Max Maintained Events": 3, "Enable X Hours After Wipe (0 = immediately)": { "Easy": 0.0, "Medium": 0.0, "Hard": 0.0, "Expert": 0.0, "Nightmare": 0.0 }, "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 0.0, "Include PVE Bases": true, "Include PVP Bases": true, "Minimum Required Players Online": 1, "Maximum Limit Of Players Online": 300, "Permission To Ignore With Players Online Limit": "", "Time To Wait Between Spawns": 15.0, "Convert PVE To PVP": true, "Convert PVP To PVE": false, "Ignore Safe Checks": false, "Ignore Safe Checks In X Radius Only": 0.0, "Ignore Player Entities At Custom Spawn Locations": false, "Spawn Bases X Distance Apart": 100.0, "Spawns Database File (Optional)": "none" },