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Everything posted by nivex
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	@Lc7king if they're not spawning properly then it could be a missing libgdiplus if using a linux machine. this is almost always the cause. otherwise you would have to find the error. if there's no error then it's another plugin interferring. a bad copypaste file is another primary cause of this. if they're not despawning then I've mentioned these reasons above. https://codefling.com/plugins/raidable-bases?do=findComment&comment=49979 you still have walls, so I doubt it's a despawn issue unless you have serious server issues.
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	I believe two murderers could spawn when the scientist is dead. should be fixed next update.
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	yes. any weapon that can be thrown.
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	not sure. never seen that before.
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	@AdmFRP it's a good idea I will note it down for later @Thunderchile this is a good idea, but requires an immense amount of work from the server owner. you would have to deal with (even more) entitled players who think there isn't enough boom too. the benefit is that your raids would be well balanced, progression would be scaled and therefore retain more players over time, and players would become accustomed to this over a shorter period of time. it can certainly pay off to do it this way.
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	if Hard is disabled on Friday then any other difficulty can spawn however many Hard was supposed to so long as the other difficulty isn't disabled, too. it looks bugged though
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	Changed Status from Pending to Closed Changed Fixed In to Next Version
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	Changed Status from Pending to Closed
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	hello Zed, it looks like this happens if the player does not step inside of the event at least once before using the command. I will have it fixed in the next update. thanks for reporting it.
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	hi, please post the entire config.
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	lol yea it's in the config, Allow Raid Bases On Beaches anything in the water is not on the beach. those are water settings in the profiles and be disabled like this: "Water Settings": { "Allow Bases To Float Above Water": false, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true, "Maximum Water Depth Level Used For Float Above Water Option": 0.01, "Minimum Water Depth Level Used For Seabed Option": -20.0, "Maximum Water Depth Level Used For Seabed Option": -35.0, "Torpedo Damage Multiplier (Min)": 5.0, "Torpedo Damage Multiplier (Max)": 10.0 },
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	I don't think they will respawn. no, they'd just end up too deep in the water again then because players hate when they're underwater. nonstop complaints before
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	"Kill Underwater Npcs": true, "Maximum Water Depth For All Npcs": 3.0 heya. these are the settings. if you lower the number then it will kill them in shallow water too. increase it and disable the first option I'm not sure if that message is from a plugin. it is regarding barrels / crates though
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	here's the fix for that. line 9884, delete AddTemporary(e);
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	hi this is fixed next update
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	@Deisel hi, it's not in the current update and that's why it's a problem. I said it will be in the next update if you want the new changes then edit the .cs file: replace npc.UseHealingItem(tool); with StartCoroutine(Heal(tool)); paste this on line 2665 private IEnumerator Heal(Item medicalItem) { npc.UpdateActiveItem(medicalItem.uid); MedicalTool medicalTool = medicalItem.GetHeldEntity() as MedicalTool; yield return CoroutineEx.waitForSeconds(1f); if (medicalTool != null) { medicalTool.ServerUse(); } if (!npc.IsKilled()) { npc.Heal(npc.MaxHealth()); } equipToolTime = 0f; }

 
                 
	 
					
						