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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    its harmless. the rust update broke it so the game object can be null which cause it to throw a null error. previously it could never be null so it was never thrown. i've added a check for it next update
  2. nivex

    Raidable Bases

    i assume an update fixed the hook error?
  3. nivex

    Raidable Bases

    yeah there's nothing I can do to fix that error afaik. Rust or Oxide will have to
  4. nivex

    Raidable Bases

    @Xandraa tree? trees are deleted by the plugin. what tree are you speaking of specifically? the exact prefab name @CraftI see no issue with this for any of my tests. make sure each profile is configured as above. the best I can do is allow a bit longer of a delay before equipping a weapon. there is no other fix
  5. nivex

    Raidable Bases

    C means its temporarily cached and will be available when its refreshed again. it's normal.
  6. nivex

    Raidable Bases

    @Swedish ChefIm not certain but I've heard no further reports of it causing issues for quite some time now. I just force that option so that everyone is made aware that it is a potential issue out of my control sure I can note that down for later
  7. nivex

    Raidable Bases

    it has been reversed in 2.6.6 simply enable the main copypaste option (Enable CopyPaste Stability) in the profiles
  8. nivex

    Raidable Bases

    @chuck norrisI don't know but I doubt it, you would have to look with /radar
  9. nivex

    Raidable Bases

    I feel like I missed someones comment, ask again if I did =p
  10. nivex

    Raidable Bases

    @Xandragood @RoxyGalwhich base is that
  11. nivex

    Raidable Bases

    2.6.6 released
  12. nivex

    Raidable Bases

    @RepeatPeteit is, that is what the conditional (ternary) operator is
  13. nivex

    Raidable Bases

    lockout timers don't reset. it is given either when it ends or when it despawns depending on when they were flagged as a raider but not both. I've attempted to fix this but short of overriding the override for OverrideCorpseName there is no guaranteed fix, and there's simply no reason to do this as it would break a lot of other code to accomplish that. hopefully my workaround is enough for you.
  14. nivex

    Raidable Bases

    @gamaonly the person who purchased may download the update you can fix it yourself: Senses.Init( owner: GetEntity(), memoryDuration: 5f, range: 50f, targetLostRange: 75f, visionCone: -1f, checkVision: false, checkLOS: true, ignoreNonVisionSneakers: true, listenRange: 15f, hostileTargetsOnly: false, senseFriendlies: false, ignoreSafeZonePlayers: false, senseTypes: EntityType.Player, refreshKnownLOS: true ); change that to this (you are just adding a line) Senses.Init( owner: GetEntity(), brain: this, memoryDuration: 5f, range: 50f, targetLostRange: 75f, visionCone: -1f, checkVision: false, checkLOS: true, ignoreNonVisionSneakers: true, listenRange: 15f, hostileTargetsOnly: false, senseFriendlies: false, ignoreSafeZonePlayers: false, senseTypes: EntityType.Player, refreshKnownLOS: true );
  15. nivex

    Raidable Bases

    I may have a fix just waiting on it to be confirmed
  16. nivex

    Raidable Bases

    good suggestion @Zoreenoit appears the rng is generating in sequence for some reason suddenly @Sveervooxya but that error means you need to update since that was what the Rust update broke, and I fixed that
  17. nivex

    Raidable Bases

    you need to update raid bases @Sveervoox I posted an update many hours before the Rust update to avoid this =p
  18. nivex

    Raidable Bases

    ok ill look into it guys, will add option for the mini too aimacak compile issues mean you need to update the plugin though
  19. nivex

    Raidable Bases

    2.6.5 has been released and requires the Rust update if I missed your suggestion this round then it should be in the next non-hotfix update. I'm assuming something will go wrong since it's a Rust update please note my hours different from those hours so I will not be available when the Rust update hits until several hours later. my testing shows that the plugin compiles with the Rust update so it should be fine hopefully, which is generally the case but not always @aimacakthis is not a raid bases issue. it is true pve and belongs in the true pve thread. post your config there.
  20. nivex

    Raidable Bases

    @aimacakthey need to be more careful then. I don't see a reason to prevent collision damage. you can do that in truepve anyway =p @Dr.D.Bugyes, Use Grid Locations In Allowed Zone Manager Zones Only, in the config
  21. nivex

    Raidable Bases

    @aimacak Mounts Can Take Damage From Players Mounts Can Take Damage From SamSites
  22. @Hawkhillah ok not sure how I missed that. its been updated thank you
  23. nivex

    Raidable Bases

    @CM1234oh, this is fixed next update. type /rbe kill_cleanup at the bases unless you have Remover Tool plugin. the command can kick for packet flooding if using a low end machine or too many plugins
  24. heya@Hawkhilleach contains its own unique bases
  25. nivex

    Abandoned Bases

    @DuXieabandonedbases.basic or one of the other two that is defined in the config

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