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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    the plugin is told to kill them but because it kills the door or box first it is not killing the child entities for some reason. it's not just entities from the plugin that go there, either. this is where native Rust puts the entities as well, to be destroyed, or when they're orphaned
  2. nivex

    Raidable Bases

    thank you guys for the info, this helps a ton when its so informative! @MNfreakTim@Lawnmorr@Rust Admin @Swedish Chef@Rust Adminthe codelock issue is already fixed in 2.4.2 but it will only apply towards new bases. existing codelocks will not be removed. not really an issue for servers that wiped though. search lights shouldn't be an issue as the plugin should kill them before it kills any building blocks. i suppose checking for children entities and killing them before their parent entity would be a permanent fix to this issue. i will investigate that after the performance issue is solved. i believe it's a loop
  3. nivex

    Raidable Bases

    @Covfefedid you see my prior message? I can do your request but need more information from you @MNfreakTim@Lawnmorr did you change the Spawn Settings in the profiles from their default values? I have no suggestions other than to set these back, however it does seem the issue is with finding a spawn point, since you say it occurs when there are multiple bases. the plugin must find spawn points and obviously this becomes more difficult when there are a large amount of bases already spawned and occupying prime spawn points. it can become difficult for the plugin to find a suitable location on the map due to this, and that will create load because it checks continuously. however this does not explain your server freezing. i will check and see if its related, and i will put this method into its own coroutine. note that this will not be in future versions 2.4.3 but 2.4.4 as 2.4.3 will address a few minor issues that are very annoying (such as placement of ladders not working). though if it is related then it may be fixed and in 2.4.3, with the primary coroutine implementation being in 2.4.4
  4. nivex

    Raidable Bases

    @beetle@Delltus same with your suggestions. not forgotten, and it is noted for a future update
  5. nivex

    Raidable Bases

    @Baron Von FinchusI haven't forgotten your request. It is noted down, but it will need to wait until a future update. I need to get the current update released before I make additional changes/implementations
  6. nivex

    Abandoned Bases

    I believe it may need support added for MLRS. I can check this out once I fix the other issues
  7. nivex

    Raidable Bases

    @CovfefeI looked into changing this message but I see no reference to Raidable Bases in the Death Notes plugin. those messages look to be from Discord. so I'm not sure how without more information if you can provide some @kalinovec2you would need to remove that shortname from the config or replace it with the correct shortname, as Swedish Chef said
  8. nivex

    Abandoned Bases

    this will be fixed sorry about that guys. a bubble does not normally indicate everything inside as being raidable. it is only supposed to be the abandoned base and no others inside or outside of it
  9. nivex

    Abandoned Bases

    anyone with abandonedbases.convert permission can use the command. it does require TC access
  10. nivex

    Abandoned Bases

    need to enable the automation on server startup, or every x seconds, in the config file you can do this by typing /sar at the base. check the documentation for the commands and required permissions
  11. nivex

    Raidable Bases

    @Covfefewhat is that from? it would need to use my hook OnPlayerExitedRaidableBase and check if they're dead, then use the BaseName variable for the discord messages void OnPlayerExitedRaidableBase(BasePlayer player, Vector3 Location, bool AllowPVP, int mode, string ID, float spawnTime, float despawnTime, float loadTime, ulong ownerid, string BaseName)
  12. nivex

    Raidable Bases

    @beetlecan you clarify your question? I don't understand it completely. also thanks for answering! @BetterDeadThanZedah ok, i've added the permission raidablebases.setowner in the next update for these 2 commands
  13. nivex

    Abandoned Bases

    thanks @thepiercedweirdoim looking into it
  14. nivex

    Raidable Bases

    @BetterDeadThanZedthat's not what I said. I said it shouldn't be given to players. you can give it to whoever you trust of course.. but that's on you. it is admin permission to the plugin
  15. nivex

    Raidable Bases

    @Delltusthats a neat idea ill keep it in mind
  16. nivex

    Raidable Bases

    @BetterDeadThanZedthis doesn't require permission for admins. raidablebases.allow is the equivalent admin permission and should not be given to players
  17. that was very entertaining. well done
  18. nivex

    Raidable Bases

    @McCoy84@Swedish Chef boxes have always despawned after being fully looted and i have no plans to change this. this shouldn't be confused with Drop Container Loot X Seconds After It Is Looted either @Emigoenable it in the config under ui settings
  19. nivex

    Raidable Bases

    @dIMjIMzone manager would need to bypass any flags by using the EventTerritory API to allow exceptions for raidable bases
  20. nivex

    Abandoned Bases

    @KingSizeKevinthat would be a bug. i will check it when i can. very busy irl atm
  21. nivex

    Raidable Bases

    @bobbybaker82 if (position == Vector3.zero) { return null; } Vector3.zero is 0,0,0 and this plugin does not spawn npcs there. thats where the server sends entities to be destroyed. so you have another plugin interfering. as for code locks, those will be destroyed in next update during server shutdown
  22. nivex

    Abandoned Bases

    alright thanks @Pupsik@Neighigh I'll have to determine how I want to handle this as it's not intended lol
  23. nivex

    Raidable Bases

    we'll see. I'm going to try reimplementing it differently first
  24. nivex

    Raidable Bases

    @Swedish ChefI will likely remove it since I see no reason why it should be an issue in the first place. if I can't fix it then it should be removed
  25. nivex

    Raidable Bases

    @Emigodepends how you have rb configured for the zones in Allowed Zone Manager Zones other than that idk how that is possible that it just randomly breaks.
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