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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    I have added `Kill These Prefabs After Paste` in the next update which will be in the profiles. you will be able to add guntrap or any other entity to that list and it will kill it after the base pastes @Sjd6795 it's better if the copypaste dev added an option to prevent it from spawning though
  2. nivex

    Raidable Bases

    ty @aimacak @Sjd6795 npcs cannot move inside the base amount of bases is in the config. Max Maintained Events and/or Max Scheduled Events should equal the total amount of these numbers
  3. nivex

    Raidable Bases

    ty trap box there's some changes to skins in the next update so please read the update notes regarding this when I release it =p
  4. nivex

    Raidable Bases

    click on my name and on that page click the message button discord.gg/rZNpCyf is my discord I will try reloading to see if that causes the issue for me but I'm going to bed now @Raiven_007
  5. nivex

    Raidable Bases

    @Raiven_007 ya I am not sure why this happens yet. you can remove the bases by going to each and using /rbe kill_cleanup if you can DM me the server log when this happened that would be helpful to next update will include more logs so I can hopefully track this down. very unusual to not see the high walls despawn though. if the dome is killed then everything should be killed so i don't understand why that isn't happening.
  6. nivex

    Abandoned Bases

    @BadLandsill consider it but there is a log specifically for this in the next update that will go to oxide/logs/AbandonedBases/ if Log To File is enabled in the next update
  7. nivex

    Raidable Bases

    kk ill have to add it to the plugin
  8. nivex

    Raidable Bases

    not currently. it is planned what is the item shortname
  9. nivex

    Raidable Bases

    @z.wellman09 if a block is stone it will turn into wood if you enable both options likewise with a door. if it is metal it will become wood and vis versa
  10. nivex

    Raidable Bases

    @z.wellman09the highest building tier will always be chosen first
  11. nivex

    Abandoned Bases

    @BadLands doubt I'll mess with webhooks. people keep saying they don't work when they do @Tomato_Jesus you can leave that enabled. if you enable purge then the scan will cause it to convert. purge is enabled with /sar purge it will not convert early unless /sar is used, or if /sar purge and a scan is used (automated or with /sab)
  12. nivex

    Abandoned Bases

    you must've ran the purge command. makes sense given you have the plugin set to automate the scan every 3600 seconds or hourly which would've caused it to convert at that time otherwise it's not going to convert until the time elapses
  13. nivex

    Abandoned Bases

    that's how long you must be inactive @Tomato_Jesus what perms do you have? that shouldnt be possible unless someone used /sar to manually convert it attach config too
  14. nivex

    Raidable Bases

    it lasts 1 wipe if the plugin isn't loaded during the wipe then it can't remove the titles when the server wipes /rb wipe will force it
  15. nivex

    Raidable Bases

    hi it will always spawn in a random box
  16. nivex

    Abandoned Bases

    np. I'll see about Raid Protection support in a future update then. I want to get this update out asap first
  17. nivex

    Abandoned Bases

    @Tomato_Jesus the plugin won't break with the Rust update. the plugin update will be soon though
  18. nivex

    Abandoned Bases

    it's planned but there's no way to currently do this. there are far too many issues to resolve before it can be implemented because the event can overlap other bases if players build too closely. those overlapped bases won't be raidable, but it is difficult to determine who should be ejected. in the next update there is a new option to prevent players from looting anything in the abandoned bases, and I will likely add a second Eject Enemies option to remove players when they step on a foundation unless I can find an elegant solution to eject them when they enter the dome instead. either way, it will serve the same purpose and be just as effective.
  19. nivex

    Raidable Bases

    I don't know why this happens I will try to fix it in the next update
  20. OnEntityTakeDamage is a non-bool hook so returning true would still cancel the method which would block the damage but will fix the conflict issue CanEntityTakeDamage would allow you to unsubscribe OnEntityTakeDamage to reduce hook times between the plugins and is a bool hook
  21. nivex

    Raidable Bases

    @laodu I will disable the brain to see if that fixes the issue
  22. nivex

    Abandoned Bases

    @Tomato_Jesus Do Not Destroy Base When Despawn Timer Expires Do Not Destroy Manually Converted Base When Despawn Timer Expires Conversions Before Destroying Base (fixed in next update) sar cancel - requires abandonedbases.convert and abandonedbases.convert.cancel - allows the user to cancel the event, optionally requiring it be looted and/or requiring a configured amount of time before the command can be used sar claim - requires abandonedbases.convert and abandonedbases.convert.claim - allows the user to cancel the event, take over the base and become the owner. optionally requires them to have looted the base first. this does not unlock key locks but will next update. those will prevent the base from despawning and will allow it to be converted again @Robert Stevens Abandoned Bases If you enable Abandoned Bases in the integration config, then bases that are labeled as Abandoned will not receive raid protection. quote from the Raid Protection plugin. otherwise no, abandoned bases does not look at how much protection the base has from that plugin. I don't see a reason to use both plugins, but if you want then I can add support for it anyway. mine works strictly on how long since the players of the base have been offline before it considers the base to be abandoned.
  23. nivex

    Raidable Bases

    hi @Blackbird that isn't possible Time To Wait Between Spawns will wait the configured time between spawns but this does not start when a base is raided. it starts after the first base has spawned. so if you configure 10 easy bases to spawn and set this to 60 then all 10 easy bases will take 600 seconds or 10 minutes to spawn. Maintained Events will keep a specific number of bases spawned at all times limited by Max Amount Allowed To Automatically Spawn Per Difficulty. Scheduled Events will spawn a specific number of bases on a schedule that is limited by Max Amount Allowed To Automatically Spawn Per Difficulty too. if this time elapses and this max limit has been reached then it will wait until a base despawns.
  24. can you change OnEntityTakeDamage to return true so it that does not conflict with other plugins such as TruePVE and NextGenPVE ?
  25. nivex

    Raidable Bases

    ty guys the command to do this for all profiles is: rb.config stability true|false - works for all profiles rb.config stability true|false "Easy Bases" - works for specific profile

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