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Everything posted by nivex
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yes, because it was set to split those high stacks into very small stacks of 4, and the option to increment is disabled "Amount Of Items To Spawn Increased By Item Splits": false,
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no worries, not a waste of time if you learned something!
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hi, still no issue with your copypaste files. (19:21:06) | [RaidableBases] Easy1 @ O2 : 53 items (19:21:16) | [RaidableBases] Easy2 @ P2 : 55 items (19:21:27) | [RaidableBases] Easy3 @ P2 : 53 items post the loot table.
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hi, no issues here. I'm getting 50 to 60 items per base, every time. maybe it's the copypaste files for your easy bases. DM me them and I can look
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odd. attach your easy profile
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hi, it sounds like there's a JSON error in your Easy loot table. either that or it might have the wrong filename. you can see this when the plugin loads
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hi, you can set Enabled to false under Arena Walls I was mistaken, I can fix this. it is fixed next update
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hi, I've just tried it with that configuration and it's working o.grant group default raidablebases.despawn.buyraid /buyraid go to the event /rbe despawn this is for players only - not admins or users with raidablebase.allow - admin has no limitation
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heya, no. that is not a valid json format if you want custom spawn points for nightmare then you set Spawns Database File in your nightmare profiles, and remove that from the config.
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heya, Event Messages are in the config. Announce Buy Base Messages anything not in the config is in the language file. you can change the text to "" to disable any message. "Create Markers For Buyable Events": true, set this to false for the buyable marker
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hi, use the same solution. replace the prefab in your copypaste file
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heya, the permission is raidablebases.despawn.buyraid you will need to set it up in the config file too "Refunds": { "Refund Despawned Bases": false, "Base Becomes Ineligible For Rewards On Despawn": true, "Block Refund If Base Is Damaged": true, "Block Despawn If Base Is Damaged": true, "Block Despawn If Anything Is Looted": true, "Refund Percentage": 100.0, "Refund Resets Cooldown Timer": false, "Cooldown (0 = No Cooldown)": 0.0 },
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heya @Mr01sam there is an issue with the CanBeTargeted hook. it returns true when CanEntityBeTargeted returns true, instead of null. this causes the native AutoTurret.ObjectVisible method to return early. that bypasses the visible checks and results in turrets shooting at players behind walls. if your call to CanEntityBeTargeted returns true then you can return null from CanBeTargeted. then the game can continue with its visible checks in AutoTurret.ObjectVisible
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