Jump to content

nivex

Creator
  • Posts

    5,931
  • Joined

  • Last visited

  • Days Won

    200

Everything posted by nivex

  1. nivex

    Raidable Bases

    @Wolf hi, it's fixed in the next update. use economics or serverrewards for now
  2. nivex

    Raidable Bases

    @captian Salty it's most likely happening during server restarts use something like Timed Execute to unload the plugin 5 minutes before a restart and see if that helps. let me know too
  3. nivex

    Raidable Bases

    @flysd what? Russian? there are instructions in the zip, and a video
  4. nivex

    Raidable Bases

    @Kobani you can't specify a skin for Loadouts use Kits plugin and put the kitname in Murderer Kits/Scientist Kits
  5. nivex

    Raidable Bases

    @Kobani can you be more specific? I don't understand
  6. nivex

    Raidable Bases

    @captian Salty sometimes the difficulty setting gets reset when updating. no idea why since I never do that. first setting in each profile, oxide/data/RaidableBases/Profiles/
  7. nivex

    Raidable Bases

    nice, thanks updated to 2.8.4 enjoy
  8. nivex

    Raidable Bases

    @Kobani ah right, there are two places it is checked! keep the fix before, it is needed change this also: if (IsAssetBlocked(e, colName, entityName)) to if (worldRadius > 0f && IsAssetBlocked(e, colName, entityName)) it should be good and if so I will update it
  9. nivex

    Raidable Bases

    @Kobani nothing else was changed regarding custom spawns use rbe debug
  10. nivex

    Raidable Bases

    hm ok, maybe it's the rock check again. try this in .cs file if (!SpawnsController.IsAreaSafe(v, spq.safeRadius, spq.buildRadius, spq.pasteData.radius, queueLayers, out var cacheType, spq.type, spq.options.CustomSpawns)) change it to this: if (!SpawnsController.IsAreaSafe(v, spq.safeRadius, spq.buildRadius, spq.spawns.IsCustomSpawn ? 0f : spq.pasteData.radius, queueLayers, out var cacheType, spq.type, spq.options.CustomSpawns))
  11. nivex

    Raidable Bases

    @Merdynn yes. those settings are in each profile
  12. nivex

    Raidable Bases

    it randomly choses one
  13. nivex

    Raidable Bases

    you can put as many items in a loadout as you want or you can use as many kits as you want instead if you want to use silencers on guns then you need to use kits they even have Damage Multipliers for explosives, guns and melee @Merdynn "Weapon Accuracy (0 - 100)": { "Allow Npcs To Play Catch When Equipped With Explosives": false, "Aggression Range": 70.0, "Health For Murderers": 150.0, "Health For Scientists": 100.0, "Murderer Kits": [ "Scientist Kits": [ "Decrease Damage Linearly From Npcs With A Maximum Effective Range Of": 0.0, "Decrease Damage Linearly From Players With A Maximum Effective Range Of": 0.0, "Damage Multipliers": { "Explosive Damage Multiplier": 1.0, "Gun Damage Multiplier": 1.0, "Melee Damage Multiplier": 1.0 }, "Maximum Respawn Npc X Seconds After Death": 0.0, "Minimum Respawn Npc X Seconds After Death": 0.0,
  14. nivex

    Raidable Bases

    you can increase their difficulty immensely and have them respawn after X seconds including when the event is completed
  15. nivex

    Raidable Bases

    @Merdynn you can modify those settings already npcs can be given kits that included silenced weapons Aggression Range to set the aggro distance murderers can use melee weapons and have their health increased kits can match too =p
  16. nivex

    Raidable Bases

    what is it that you want the npcs to do
  17. nivex

    Raidable Bases

    @Merdynn heya thanks nah, no option for that. mine are heavily integrated into the plugin so it's not something I want to do sorry
  18. nivex

    Raidable Bases

    @Andres S I don't know what causes this without some errors to go off of you can DM me your server logs and oxide logs and I can take a look server logs are in the root (log.txt, latest.log, /logs/ in timestamped folders, etc) oxide logs are in oxide/logs/ but those don't contain traces from behavior exceptions
  19. nivex

    Raidable Bases

    @Tabmorine hey, CopyPaste is required for the plugin to work. it is what spawns all of the bases. edit your kits and remove CopyPasteFile from them and it won't break the npc mods
  20. nivex

    Raidable Bases

    @Suprnova74 those are copypaste options. you can have as many profiles as you want so long as they use the same 5 difficulties. just copy a profile and rename it. you can have 1 profile per base if you really wanted to.
  21. nivex

    Raidable Bases

    Block Damage Outside Of The Dome To Npcs Inside (true) + Allow Npcs To Shoot Players Outside Of The Dome (false) Block Damage Outside Of The Dome To Players Inside Block Damage Outside Of The Dome To Bases Inside Block Damage Inside From Npcs To Players Outside Decrease Damage Linearly From Npcs With A Maximum Effective Range Of Decrease Damage Linearly From Players With A Maximum Effective Range Of @Nstahg8r it would be pretty cool if it were possible the above options might be useful most everything is in the profiles
  22. nivex

    Raidable Bases

    @Zindel RaidableBases.json is in oxide/config/ install the config from the package into that folder then reload the plugin use the command rbe debug if you have more problems after installing the config and reloading @Nstahg8r you can increase Create Dome Around Event Using Spheres but no, there is not a way to do that. there will always be some form of visibility inside of the event. rust would have to add something to make that possible afaik
  23. nivex

    Raidable Bases

    no problem raidablebases.allow permission in an admin permission to allow your staff to use admin commands it should not be given to normal players unless you want them to be able to spawn bases with /rbe and /rbevent and such
  24. nivex

    Raidable Bases

    your config excludes admins and those with raidablebases.allow permission those using vanish or flying can bypass this too. if you leave your clan then you both can buy. this is exploiting, and there is no solid way to detect it
  25. nivex

    Raidable Bases

    @Kobani I will explain it again 1. the dome spawning in the wrong spot is a bug and will be fixed 2. this bug inadvertently shows you which copypaste files are not centered. so when I fix this bug, you will no longer notice that your bases are not centered. everything will appear normal until your bases start rotating into the terrain. this has never changed. if the base is not centered then it can rotate into the terrain. this is the entire reason that the bases were re-centered in my tier packages in 1.0.8 furthermore, the dome being in the wrong spot is nothing more than a visual bug. it has zero impact on the plugin

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
2.4m
Total downloads
Customers
10.8k
Customers served
Files Sold
155.8k
Marketplace sales
Payments
3.3m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.