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nivex

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Everything posted by nivex

  1. Changed Status from Pending to Closed
  2. hi thanks for letting me know the cause. good luck
  3. nivex

    Bug when placing ladders

    not necessarily, a plugin can modify the rotation by multiple means such as on spawn. do you have a test server
  4. nivex

    Bug when placing ladders

    I dont see how that is possible. surely it is a plugin or mod breaking it
  5. nivex

    Bug when placing ladders

    ok, let's try this then. edit the .cs change line 2365 from to and line 2375 from to
  6. nivex

    Bug when placing ladders

    I'm not sure how you are able to do this then. is there some new ladder that I'm not aware of?
  7. nivex

    Bug when placing ladders

    heya. ladders are placed vertically in raidable bases (up and down) which is how the game does it. it should not be possible to place them horizonally (left and right). I tested for you and it functions normally. perhaps you have a plugin altering this
  8. 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
  9. nivex

    PvP Delay hooks

    if you want to know how much delay a user has then you can use float GetPVPDelay(player.userID.Get()) and the maximum time is float GetMaxPVPDelay() OnPlayerPvpDelayStart is triggered when they leave the event, or when they engage in PVP OnPlayerPvpDelayReset is triggered the same way, but the time is reset instead of the above hook being called OnPlayerPvpDelayExpired is called when it expires the parameters 0, 0, ID are old parameters and I left them in so I would not break plugins using my hooks loadTime is how long the raid took to setup ownerId is who owns the event BaseName is the copypaste file used spawnDateTime is the time when the raid completed setup despawnDateTime is the time when the raid will despawn GetLootAmountRemaining() is how much loot is required to complete the raid (the same amount is shown in the game status UI)
  10. @bluelite73 I did find a separate issue in TruePVE and have released TruePVE 2.2.1 it might be related to this issue too. so please let me know if this fixes your issue. I don't think it will help since RB handles the behavior of TruePVE, but it is still beneficial to update TruePVE
  11. I tried this on Linux server using Oxide, Windows server using Oxide, and Windows server using Carbon with the same results using molotovs and incendiary rockets spawned in via F1 game console and default TruePVE config with your RB files. server.pve was set to false
  12. unfortunately I cannot reproduce this with your config and data files. molotovs and incendiary rockets hurt and continue to burn turrets and boxes as expected can you enable Trace To Player Console in the TruePVE config and try another trace with fire in RB? this is what I recommend to use for the TruePVE config if you see a trace, this means RB is bugged (not TruePVE) if you see no trace still, then we can proceed from there
  13. can you zip your RB config and oxide/data/RaidableBases folder and send the archive in a private message?
  14. loading truepve would require that you reload RaidableBases to avoid any potential issues. reloading truepve does not require this since it would have been loaded already. there was no trace for the damage so it cannot be caused by truepve. RaidableBases would block it for the above 11 reasons only, or it is another plugin or bug. I can test and see if I can reproduce it.
  15. nivex

    zone pvx info

    you add it to whichever of the two Marker Name that you want to have it
  16. nivex

    zone pvx info

    heya. zone pvx info needs to be updated to use the new hook provided by abandoned bases you add the {PVX} text to Marker Name in the config your message shows where it goes
  17. 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)
  18. nivex

    Some bases not despawning

    I have never seen such an issue on windows. there were reports of this, but with far less entities. as far as I can tell this is not a plugin bug. very few have this issue. a plugin bug would affect most people and that's not the case. there are no reports of this happening before a server restart though. so there is an easy solution. i suggest unloading the plugin shortly before your scheduled server restarts. this should help avoid whatever issue on your server that is causing it. make sure you restart daily.
  19. no problem. please do let me know. I do like to know the most common reasons and issue happens so I can better answer people. this issue does strike me a bit odd though. it still feels like a plugin might be causing it, but if you said not then I guess we will see what comes from your testing
  20. no response is good, that means RB is handling it for TruePVE as it should. here are possible reasons the damage would be blocked, if configured to do so. Player Damage To Base Multipliers in the profiles if Heat is set to 0. this is not 0 by default. it is 1.0 which is normal damage. this cannot be it if initial damage works then stops Entities Not Allowed To Be Damaged in the profiles - if it were configured to block damage to autoturret and boxes. this is not configured by default, so again I doubt this is the cause. if the event is loading and has not yet stated "event opened" then ALL damage is blocked. again, you said partial damage was allowed so this cannot be it. if the initiator and the victim were an autoturret/box then all damage is blocked. a plugin would have to cause this for this to happen, so it should not be the cause either. if Eco Raiding has Enabled set to true in the profile if you are mounted and have Block Mounted Damage To Bases And Players enabled in the config if you outside of the event and Block Damage Outside Of The Dome To Bases Inside is enabled in the config if you are not ally (team/friend/clan) of the owner of the raid. if you have an active Player Lockout from the config Boxes Are Invulnerable Until Cupboard Is Destroyed in config Boxes Are Invulnerable in config those would be the only reasons damage would be blocked to turrets or boxes, and most of that would block damage to everything.
  21. this would output to the server console, and being fire, it will spam quite a bit. so use tpve.trace to toggle it on then a moment later type it again to turn it off
  22. also, if you could please, run a trace with truepve to see if it is blocking it. this way I am not playing the guessing game trying to figure it out. https://umod.org/community/true-pve/46912-tpvetrace-command
  23. hm, ok, post your truepve config. there is no reason TruePVE should block it if it's not the game bug. RB should have full control over that.
  24. ok, it might be the fire game bug then. TruePVE would block the bugged damage. try this and tell me if it solves the issue. ServerProjectileHitFix.cs
  25. hi, there were no changes regarding this are you using TruePVE?
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