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Everything posted by nivex
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@Chevelle config options such as Convert PVP to PVE will override Allow PVP settings in the profiles. disable Convert PVP to PVE and enable Convert PVE to PVP in the config @Dead Nasty autoheight is in the profiles. it's helpful, but it isn't needed if the base is copied properly, but it won't fix your issue of the base rotating into terrain when it spawns if recentering with Fortify doesn't work then you have to copy it using /copy and then use /paste to ensure that it spawns properly. I copy while clipped into the center foundation. it's a bit tricky but just keep trying and you'll figure it out. @original4d hi, no this wasn't removed. it's in the profiles, oxide/data/RaidableBases/Profiles/ @Senso-GR update to 2.8.2 if you still have issues then you can use these commands to figure out why. rb.config list to ensure all the bases exist rbe debug to see why bases aren't spawning. do not type it until the grid fully loads. type it a second time to turn it off
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2 issues 1. dome is bugged and I will fix it 2. your copypaste file is not centered to begin with it should be recopied from the center of the base using Fortify if using any of my tier packages then you need to update and install the latest copypaste files if the copypaste file for the base is not centered properly then it can rotate into terrain when CopyPaste spawns it
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Allow Teleport (false) option in RB config will eject you whenever you teleport into the event ya I will add it here in a later update this requires 2 steps to work 1. conversion of your RB installation files using the Convert EN to RU tool. instructions in the below zip archive. 2. changing this value to false in the .cs private const bool en = true; Convert EN to RU.zip
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Changed Status from Pending to Closed
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for anyone else curious it's in the profiles, oxide/data/RaidableBases/Profiles/ enjoy
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public static bool IsKilled(this BaseNetworkable a) => (object)a == null || a.IsDestroyed; you can change that to this in .cs public static bool IsKilled(this BaseNetworkable a) { try { return (object)a == null || a.IsDestroyed || a.transform == null; } catch { return true; } } this is a workaround, and you should find the cause on your server so it can be fixed.
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Bradley and helicopters to help bases?
nivex replied to Beaverthelieber's Support Request in Support
ok, no ETA, but I will note it down -
Bradley and helicopters to help bases?
nivex replied to Beaverthelieber's Support Request in Support
I'm not aware of anything if you had a plugin that could issue that as a console command from the player then maybe but the primary issue with this is the players would just exploit it in one of two ways 1. cause the heli to deal free damage to the base, in which case you'd have to enable Block Helicopter Damage To Bases 2. hide securely in the base while fighting the heli, essentially getting a free kill on it. if the base is immune to damage from the above option then there is no risk to the player I'm not opposed to either idea but 1 and 2 really take the fun out of the idea. what do you think? -
@Dead Nasty so there's 2 potential issues here 1. if bases are spawning in cliff sides then the base wasn't copied from its center. you can easily fix this by using the center option within Fortify and resaving the base. I actually did this with all of my bases in my tier packages in 1.0.8 so make sure to update with those new copypaste files if you haven't already 2. and seperate issue is that rocks should not spawn on top of any rock unless it is less than 2 meters in height. it was reported by one other user that a base spawned on top of a 9 meter tall rock, but I was not able to observe or reproduce this. I assume thats what you're referring to since you did not specify a cliff, but both are worth mentioning.
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- 572 comments
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- #rust
- #rust plugin
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@Dead Nasty there is no safe way for me to do this given other bases can be in the bubble. I can remove any entities they deploy within the events base, but not outside of it because there's no elegant way to determine if another base built that or if a raider did. I can do it for those who are actively participating in the event, but then it will miss all entities deployed before they become an active participant. so that wont work either Deployable Nature can hook OnAbandonedBaseEnded to remove the entities safely when the event ends
- 572 comments
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- #rust
- #rust plugin
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hi, the convar server.pve true does this it cannot be bypassed. you would have to set server.pve false and use a plugin like TruePVE to control PVE elements of the server.
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@KlotzQc heya. the same answer applies to you or anyone else with this issue if it's not explicitly blocked in the config or profiles then it is caused by another plugin.