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Everything posted by nivex
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@Matthew Robertsthat is a plugin issue, and was fixed already in 2.4.3 I released 2.4.3 before the Rust update just to prevent people posting this error and I've gotten over 20 messages about it anyway please look for updates before posting errors, especially after a Rust update. I try to specify what was fixed so it should be easy to determine if your issue was fixed just by reading the update notes
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well I just received a report with a full stacktrace error so that most likely fixes the issue with raids not starting automatically for some. the error in question... a game bug afaik but i can create a workaround for it np NullReferenceException at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <ba657ba1ce6746c39d9263534c2395e1>:0 at Oxide.Plugins.RaidableBases+SpawnsController.IsAreaSafe (Oxide.Plugins.RaidableBases+SpawnsController+SafeAreaCheck sac, Oxide.Plugins.RaidableBases+CacheType& cacheType, System.String& message) [0x00130] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+SpawnsController.IsValidLocation (UnityEngine.Vector3 vector, System.Single radius, System.Single md, System.Boolean seabed) [0x0000f] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+SpawnsController.ExtractLocation (Oxide.Plugins.RaidableBases+RaidableSpawns spawns, UnityEngine.Vector3 position, System.Single e, System.Single m, System.Single p, System.Single w, System.Boolean s) [0x00000] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at Oxide.Plugins.RaidableBases+GridController+<GenerateGrid>c__Iterator0.MoveNext () [0x00282] in <ba9e5a93bbbf452b9672ae8a31e2b845>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <ba657ba1ce6746c39d9263534c2395e1>:0
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- 634 comments
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- #rust
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i'm looking into this and there's multiple issues with this Rust update in regards to crashes and performance. just got a report that a beast dedicated machine is at 15 fps with barely any load on it. definitely out of the norm. let's hope there's a hotfix for it. i will keep you posted. @Swedish Chefyou can change BaseTrain to TrainCar and it'll compile. send me that file as well i seem to have deleted it lol @CovfefeI used your config and it spawned bases immediately. odd indeed. let me know if you've figured this out. otherwise zip your raid base data and send to me via DM
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@406_Gromitya. I add that kit as a random option and then set Amount That Can Throw Weapons to 2 so up to 2 npcs will run around with explosives on them i have no reports of npcs not spawning but could be related to a prior issue so let me know if it continues in 2.4.3 update that i just released today with the Rust update
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@406_Gromitheya! that option means they can see the player at all times and will raid them if they are in a FOB. they will not attack the raid base npcs don't swap weapons. smoke grenades are not supported. i may consider it in the future. also i strongly recommend against npcs from any plugin using incendiary rockets. it poses far too many potential server performance issues. i do agree it'd be a neat feature to have npcs swap weapons so i will note this down for later!
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@chuck norris@CovfefeWaterEvent, SatDishEvent, PowerPlantEvent, JunkyardEvent, HarborEvent and AirEvent. All of which appear to have been fixed so I suggest updating those plugins. It was a very simple bug that caused all of this mayhem but was extremely difficult to figure out as I looked over it many times without finding the issue lol. That includes looking over 6,000 changes in Raidable Bases and checking over Junkyard Event multiple times without finding anything wrong. I am greatful for the help received while looking into this issue! @stouty84as @nashslashmentioned this is probably the best way since it's not possible to set them globally unless you set them the same in each profile. you can also configure the names that you'd like them to be set to in the profiles though, rather than having it pick from Facepunch's list of random names
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- 634 comments
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- #rust
- #rust plugin
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i can confirm that the major bug causing arena walls and other such entities to spawn in the wrong location / away from the base is fixed in the next update ! this is huge as it's taken me almost all month to figure out. and the bug wasn't even in my plugin which is what everyone told me to start with, but I am happy to have it fixed in the culprits plugin, and a workaround in mine, finally either way! delete the entire line ResetToPool(foundations); and change public List<Vector3> foundations { get; set; } = Pool.GetList<Vector3>(); to public List<Vector3> foundations { get; set; } = new List<Vector3>(); and it'll be fixed without having to update the other plugins causing this bug since it won't pool this lists anymore
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@Covfefeit is possible that the current major bug in 2.4.2 is also causing this so please let me know if 2.4.3 does not fix it when I release it. ETA is a few days I'd imagine. just need to fix mini spamming players with enter/exit messages and a few other minor things before it's ready for release @ClockwurkStability can't be fixed by me. I'm just calling native methods from the game, and the game doesn't like that for whatever reason. but anyway, rather than reinvent the wheel I have just decided to semi-reverrt the changes that disabled the stability option in CopyPaste by allowing a configuration option to use stability option once again from CopyPaste instead, at your own risk
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- 634 comments
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- #rust
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@Covfefe post #1 - i'll look into it to make sure this is not happening Use Cumulative Probability - in laymen terms you want the total probability of all 5 to equal 100%, and each should be the specific amount from 100% that you want to allow. so for example you could put 40.0 for easy, 30.0 for medium, 15.0 for hard, 10.0 for expert and 5.0 for nightmare post #2 - this works. if it's not showing for you then it's because you're using a cheat (vanish, noclip, anything within past 30 seconds, god, or godmode plugin). i've changed it in 2.4.3 to allow cheating if you have permission raidablebases.canbypass post #3 - known issue - trying to fix this. it's what all of the position issues are from. disabling walls will not fix it as the center is still wrong
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thanks, fixed in next update @bobbybaker82 @MNfreakTimthanks, disabling that option should fix it as suggested @Covfefesorry this is a known issue that I'm trying to fix. Scheduled Events spawns bases based on a schedule, whereas Maintained Events tries to make sure that the specified number of bases are always spawned
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@beetle@Adam Lewis@chuck norris@MNfreakTimthese issues will be fixed in the next update. I suspect they're all related to the same issue regarding placement of the arena walls. as for grid spawn points on your map (not custom spawn points) this is due to your maps design. i could make an option to avoid spawning on the coast but this would cause extreme issues on most maps because they have terrible terrain. when i write the coroutine to find spawn points i will set priority for inland spawn points as an elegant solution to this issue
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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
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@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