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Everything posted by nivex
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- 634 comments
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- #rust
- #rust plugin
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- 634 comments
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- 2
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- #rust
- #rust plugin
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in next update: each number represents the height difference from my position and its position. if it's higher than the elevation setting then that position will not spawn a base. this prevents issues where various areas of the base clip into cliffs, rocks or areas with slightly raised terrain that often obstruct boxes, tc, turrets, etc
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@KingSizeKevin while not ideal, this is from the last update. the issue is that the ownerid is not assigned to the player that uses the cancel command, nor should it. it will require a new command to claim the base instead, and assign the ownerid to that player. edit: I've added this in next update hope to release the update soon. testing is nearly finished. I refuse to release something that I don't feel is ready. just wish it wasn't so difficult so I could've released it sooner than later
- 634 comments
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- #rust
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JsonReaderException errors are from someone modifying them incorrectly. It could be an additional bracket or a missing comma. Replace those files with the original and they'll work fine ya, it is intended that expert and nightmare bases may or may not have an entrance. players must find the best entry point. not intended for a hard base though so I will address that. thanks!
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@ZEODE@thepiercedweirdoaye raideasy10 is known to spawn at the wrong height because its a bunker. will be fixed when I release all the updates for the packages You can't, and how would they enter if they can't break past the external walls? They would need to fly slightly above them to enter without being above any of the foundations on entry, or the Allow Teleport option would kick them out if its set false. Not really a plausible option If you're asking how to prevent players from damaging it from outside of the dome, then you use the Block Damage Outside Of The Dome To Bases Inside option in the profiles oxide/data/RaidableBases/Profiles/
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- 634 comments
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- #rust
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there's no point in continuing this conversation. you are repeating what you've already said, and are ignoring everything I've said because you claim you don't understand yet you contradict this. you're not here to be informative. you're here to argue, and push your opinion off as how everything should be. your opinion was heard, taken into consideration, and refuted. it is not viable. i value everyone's opinion, and that is how this plugin and others have come so far. i implement the ideas from you guys, for you guys. i have your interest and your players interest in mind. i want your servers to grow, and to sustain their population. it brings me great joy to hear this happens so frequently with this plugin. i know what works, and what doesn't. so understand me clearly when i tell you that something will not work. instant gratification is short lived. it's a bad idea.
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that's not how you use this plugin. if you're trying to make sure players profit in explosives returned each raid then you're doing it wrong. players will quickly acquire an excessive amount of explosives, netting them excessive amounts of materials, and get bored of the game and quit much sooner. that breaks all immersion, removes any challenge and is the complete opposite of how the game actually works. profit does NOT have equal how many explosives they get in return. profit should be determined by the quality of the items overall. anyone who believes this is explosives only should be ignored. the fact is this: players WILL continue to raid ANY base knowing that there is a chance they will not profit. why? because over time they WILL profit. they must continuously play to acquire this profit, and this is how your server should be maintained if you want to sustain a population and continue to grow it. providing cheesy content will not do this. raiding by wall is almost always the superior option on any base so that's a moot point, too. once players learn the layout of the bases they will quickly determine which is faster. that's expected, and that's because it's how the game works. you're just being arrogant with that statement.
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yes ZEODE, these are balanced around variance to keep players attentive and guessing. they are meant to be immersive, realistic to some degree, were made by players with the actual game in mind. requiring specific amounts of explosives and making each base predictable is the complete opposite of everything this game stands for. it serves only to cater to people who want everything spoon fed to them, and to those who demand they always receive more than what they spent in return. hard pass.
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@MNfreakTimit has nothing to do with how performant his code is because next to nothing is called in them. this is because these entities from raid bases have no owner assigned to them, and so his plugin ignores them. you're seeing those time warnings (not pings) due to how frequently those hooks are called. even so, it is unusual that you would see these time warnings. this only happen for very few reasons 1) code is not optimized, which has already been excluded as the reason 2) low end machine. stating your machine can handle the load is subjective and takes a lot of experience to accurately make this assertion. the majority of times when someone tells me this i find out their machine is not up to par after all. they're often being ripped off, even. either way, i should be able to help you lessen this issue 3) too many plugins bogging the machine down - a very likely cause as many people use in excess of 80 plugins or more, as many as 200 sometimes! 4) too many entities being spawned or destroyed causing the hooks to be called far too frequently 5) oxide hook is not the issue, but how many times its called by the game itself. this isn't an issue for these hooks. it is an issue for CanBeTargeted, and OnNpcTarget however. especially for HTNPlayer entity targetting. this is copypaste config. 15 is far too high and should be set to 5 this is raid bases config. 0.002 is default and you can certainly raise this to make it take longer and reduce the load on your server. you can try 0.02. it should help.
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wall/door. loot is balanced for 2-5x server. each difficulty mode gets progressively harder, and gives better loot and more of it regardless, it is inevitable that you and anyone else will change the loot because every server is different. the point is that you have 50 bases with a complete setup for the plugin that's much easier to tweak using minor adjustments as stated everywhere, the plugin is sold separately
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well dang. ok. because there aren't enough flat places for it to spawn since automated events have taken the spots already. you can lower the Protection Radius to 50 to fix this, but then it might clip the base into terrain I guess it's better than nothing. you need maps with good terrain, or to create flat terrain in the maps that you use. it's worth the effort. maps simply do not support this anymore because they keep cramming more and more content on the map which takes away valuable flat land. I just posted 2.1.5 so please try out the Advanced Protection Radius and see if this fixes your issue try with 50 radius first ok
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normal tier is in the free version available on umod only. please read the patch notes before updating. premium plugin updates must be installed from this site only. there are no difficulty, player lockouts or buyable event options in the free version, and so installing the free version has removed these options from your installation. installing the premium version won't work either as it will recreate these settings using their default values. therefore you must reinstall the package, and then install the premium plugin last if it says you're banned then it's not revoked
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I've finally tracked this issue down and fixed it. In short, the game bugs out during the teleport and incorrectly tells the plugin that players are entering the base instead of leaving it. Due to this and players being asleep while teleporting the plugin calls code that under normal conditions would only be called one time when the base spawned. This setting is Eject Sleepers Before Spawning Base. Set this false to avoid this issue from happening until I release 2.1.4.
