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Everything posted by nivex
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@bizon1tv Heya, there is a setup guide in the documentation with a few steps for basic functionality to spawn bases. see Step 1: Obtain Your Bases in the documentation if you still have trouble afterwards. Nightmare base files go in the copypaste folder only (not the profiles directory), oxide/data/copypaste/ Nightmare base filenames go inside the Nightmare Bases profile, oxide/data/RaidableBases/Profiles/Nightmare Bases.json Specifying rbe spawn Nightmare is invalid. the rbe command has many purposes, one of them is to spawn bases wherever you are looking. do not type this command inside of or near other bases. if you accidentally spawn a base, you can despawn it after it has spawned using /rbe despawn if you are close enough to that event. to spawn by filename, /rbe nightmare001 to spawn by difficulty, /rbe Nightmare to spawn by difficulty level, /rbe 4 rbe is a console command. you can type this in the F1 game console or the server console. do not use this command to spawn bases from the server console. /rbe is a chat command. you can type this in the game chat only. do not type it in any console (note that the forward slash prevents use of this command in the console) /rbe is not an unknown command unless it has been changed under Event Command in the config file Specifying rbevent spawn Nightmare is invalid the rbevent command has many purposes, one of them is to safely spawn bases somewhere random on the map (you can use this command anywhere). to spawn by filename, rbevent nightmare001 to spawn by difficulty, rbevent Nightmare to spawn by difficulty level, rbevent 4 /rbevent is a chat command, you can type this in the game chat only. do not type it in any console (note that the forward slash prevents use of this command in the console) rbevent is a console command. you can type this in the F1 game console or the server console. If it still says the base is not configured then it's not. either the file does not exist in the copypaste folder or the filename does not exist in the profile. you can verify which by using the rb.config list command (ignore any files that don't pertain to you) That example shows files that exist on a single line, followed by individual files on separate lines that do not exist. if you do not see your files listed at all, then they need to be added to the profiles. example, replace with your own filenames (still without .json): rb.config add "Nightmare Bases" nightmare1 nightmare2 if you see your files listed, but it says each of them does not exist on separate lines then they must be added to the copypaste folder. ignore any files that do not pertain to you. if you want to remove such files then use the command rb.config remove EasyBase1 EasyBase2 EasyBase3 EasyBase4 EasyBase5
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heya, you can use rb.reloadprofiles but changes apply to new bases
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hi, yes the option is enabled by default. it's the TOS option in the config file. no skins are used except ones you add manually to the ImportedWorkshopSkins file. anything that spawns outside of this would be from another plugin such as CopyPaste, and that plugin has an option to disable them too
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Changed Status from Pending to Closed
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youre welcome, enjoy
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hi, not sure how I missed this ticket, but I added the OnEntityEnteredAbandonedBase hook already after it was suggested by others. you didn't implement it, and I'm still getting reports about this issue. an exit hook isn't necessary. my hooks are in the bottom documentation. start and ended might be more suitable if you want to track more than just this. void OnAbandonedBaseStart(Vector3 center, float radius, bool allowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid uniqueID) { } void OnAbandonedBaseEnded(Vector3 center, float radius, bool allowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid uniqueID) { } api bool isAbandoned(BaseEntity entity) bool EventTerritory(Vector3 pos, float x) where x is addition to the current event radius. if the current radius is 50, and you specify x as 15 then the radius check will be 65 bool EventTerritoryAny(Vector3[] positions, float x) bool EventTerritoryAll(Vector3[] positions, float x)
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@Demo_71 heya, not really a "look here to see an exact count" way, but thats logged in the server console. so you could view logs from each day. download the logs, open them all at once in notepad++ and search for "has paid for the" text without quotes using notepad++ find all in all open documents. its easier than it sounds. literally download your logs, open them all, use search and it will tell you the count
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heya, that setting is for how many people can enter a buyable event you can set a price under one of the costs sections. line number will vary from config to config so search for the text if you can't find it. use CTRL+F or F3 buttons.
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hi, I can't say for certain without the config AND a profile. but, it's usually for this reason: "Allow Players To Buy PVP Raids": true, this must be set to true in the config unless you have multiple profiles that are PVP and PVE or you need to set Allow PVP to false in the profiles. oxide/data/RaidableBases/Profiles/ Convert PVP to PVE will convert all events to PVE.
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the respawn issue seems to be an issue with game time on your server. one of the only ways for an invoke to expire early, and thus npcs to respawn early, is if the time was altered. the only other way is so unlikely that it's not even worth mentioning. I will just implement a different solution that does not depend on that. I will use the server date time instead.
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@MEO-01 I suppose it could be the base ya. recopy the base. not sure about the respawns, but that is like the 7th report I've received in a few weeks now. this should not be possible - every respawn requires an invoke to elapse first using the min/max time (120-240), no exceptions. are you using Oxide or Carbon? I'm looking at the code now, and it's not possible for this time to be bypassed or to elapse early so I'm stumped.
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heya, these are fun. it's the Sphere Colors in the profiles, oxide/data/RaidableBases/Profiles/ they're in pairs. "Sphere Colors (0 None, 1 Blue, 2 Cyan, 3 Green, 4 Magenta, 5 Purple, 6 Red, 7 Yellow)": { "When Locked": 0, "When Unlocked": 0, "When PVP": 0, "When PVE": 0, "When Active": 0, "When Inactive": 0 }, "When Locked" and "When Unlocked" are useful if you lock bases to the player. bases don't lock in PVP by default, so this will not apply to them "When Active" and "When Inactive" are as the name implies, when the event is active or inactive. this will apply to PVE and PVP as it requires no such lock, only activity. if you want PVE and PVP to have the sphere colors then you should configure both of those pairs. there's no reason to configure "When PVP" or "When PVE" when using the other options. just ignore them. these are the only available colors, subject to change only if Facepunch adds more possible colors. so for easy, I'd recommend something like this to be consistent across PVE and PVP: "Sphere Colors (0 None, 1 Blue, 2 Cyan, 3 Green, 4 Magenta, 5 Purple, 6 Red, 7 Yellow)": { "When Locked": 3, "When Unlocked": 0, "When PVP": 0, "When PVE": 0, "When Active": 3, "When Inactive": 0 }, if you want to make PVP distinct from the rest, then you could set it to its own color.
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@miniMe_rust i feel like most players would vote based on how much they like the base or how easy it is for them, rather than how good the base actually is. this is common enough when watching players, they'll gun for the "easy" bases and ignore anything that isn't time efficient for them, even if that base is well designed. it would be too biased of a system and require a large amount of votes per base to get any real useful data from it. I'll have to pass for now my best advice? pay attention to complaints people have regarding a specific base, and make adjustments to it instead. players can use /rb to see the name of the base.
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hi, i answered that. nothing has changed regarding this. i said you have too many zones. they are taking all available space. please read my response.
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@miniMe_rust hi, np, I've included the guid at the end of each hook call in the next update Guid guid example private void OnAbandonedBaseStart(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, bool CanDropBackpack, bool AutomatedEvent, bool AttackEvent, Guid guid) { // attack event means someone started the event by attacking the base with the abandonedbases.attack permission. this will only convert a base when it has become abandoned }
- 634 comments
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