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Everything posted by nivex
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I don't believe there is any incompatibility with DynaCupShare, but I most certainly will never support any plugin that removes players auth from TC. I strongly suggest against using any plugin that removes TC auth under any conditions when using either plugin. These plugins rely explicitly on TC auth and entity owner ids to determine if the base should be destroyed or not. Any plugin that interferes with this will cause issues.
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oh, ok, well then the answer is simple. recopy the base. it should spawn with the foundation at least 1 meter above ground in all areas. foundations are 3 meters tall so that gives you an guesstimate as for bases not spawning inland this is an issue with the terrain on the map. it's normal behavior with the current proc gen, and even more so for custom maps as they try to cram as much into one map as possible. i have been brainstorming on a different approach to handle this issue, but it's extremely complicated and will take a considerable amount of time to rewrite how this process works but its a good concept so i have high hopes for it. basically i will gather the circumference of a base before copypaste even pastes it, and then i will know exactly how much space is needed and that'll make it slightly easier to create inland spawns. you can check the grid using `/rb grid` now and see how few spots there are inland on most maps. its not fault of the plugin by any means, it can just be slightly improved to push the limits please tell me this is not an issue with expert or nightmare, but instead the others? also how close is the edge of the dome to the base itself in meters? do you have an aerial screenshot?
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then you need to set this back to 50 by default "Anti Terrain Clipping Distance (Advanced Users Only)": 50.0, or make sure your Protection Radius is configured properly. if it is set too low then the above setting will not prevent it from spawning into the terrain. Protection Radius should never be set too high though. at most 65. so either anti isn't 50, the protection radius isn't set properly, or there's some other issue I don't know about yet also make sure you are using the latest version - I see that you've downloaded 2.1.3 but just double check its loaded
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Last I remember you were using tier 3 and I fixed this issue. So if it's still happening then I have no idea what to tell you. I do not have this issue using tier 3 on any custom map with the latest plugin update. Short of getting admin, FTP and RCON access I don't know how to help you simply because there is nothing wrong with the package except for the raideasy10 base being a bunker which will cause it to spawn under terrain sometimes. Rest of the bases are fine, assuming you've updated them to the current version of tier 3.
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Hello. It's a bug, and happens because you don't have enough available items in your loot tables. So when it fails to get enough items it randomly picks from all loot tables. This is fixed in the next update to use the duplicate and unique options properly. In next update: The plugin will attempt to find enough items from the loot tables to spawn. However, when this fails it will attempt a second time. This happens when there aren't enough items in the loot tables, and/or when probability is not set properly across all loot tables. On the second attempt all probability will be ignored as a result, and items will be randomly picked respective of the duplicate and unique options. It's extremely important that people use probability correctly, and make sure they have enough items to avoid this second attempt to begin with. Otherwise items with extremely low rarity will have a higher chance of spawning due to being randomly picked.
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I was not able to reproduce the issue with fire burn damage. Are you sure you're using the latest version? I tested this on a server that was having the issue for several months and now it works perfectly I can add that option. No ETA though, but I like the idea. It's been noted. A dynamic amount of events based on the servers pop sounds interesting, too. But at the same time, I don't think it will be of any benefit unless the amount is lowered as more people come online in order to maintain server performance. I think the benefit to increase the amount as server pop rises would fall short in that it would have a negative influence on those wanting to raid when there are less people online, and it's far less appealing to those players as well. It's eye candy, and not only that, they would likely not spend the time traveling if the bases were too far away, and that would lead to boredom for some.
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hey thanks. yes, they have skins saved already. the suspended objects (non interactable at least) is a game bug. it happens even when using copypaste to paste/undo the bases. either that or both plugins are despawning entities too fast. the method used in raidablebases is the same method used natively in Rust. the only difference is Rust despawns 1 entity per second.
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So I spent a while spawning some 90 bases for 556 rounds and debugged it while trying to reproduce this. Failing that I checked each box instead, and wrote a plugin to tell me what this item is. It doesn't load into your gun because it isn't a 556 round regardless of the icon showing it is. It is actually an item that isn't fully implemented in Rust yet. It's a snowball round (ammo.snowballgun) and loads into the snowball gun just fine. Set the amounts in the Difficulty_Loot/Easy.json loot table to 0 and it'll stop appearing. I'll update my packages as well.
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Sounds like a game bug. If you figure out how to reproduce it let me know and I can report it to Facepunch. The map isn't supposed to indicate that status. Aside from the timer not resetting once it's been fully completed. Frustrating or not, players are meant to figure this out on their own. To stay engaged with the plugin and the server. Options like these take away from that engagement. If they knew exactly where to travel at all times then they most certainly would play less content and get bored sooner.
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Ah, your players are mistaken. The LootDefender plugin sets a lockout for Bradley. Not this plugin. Those times are set when players are rewarded, after a raid despawns, or when they lose ownership of a base and this option is enabled: Assign Lockout When Lock Treasure Max Inactive Time Expires Yes, that's how it works. If easy is configured with a 15 minute lockout then you will not be able to enter another easy base for 15 minutes, unless you purchase it and you have this option enabled: Lock Raid To Buyer And Friends Can you elaborate and provide pictures if possible?
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you set a price and players buy a raid using the UI after typing /buyraid. you can set it to economics, RP, scrap or any other item... options are in the documentation it's all disabled by default so you must set prices first. the options are very important. if you don't allow them to buy PVP raids and all of your profiles are PVP only then they will not to be able to buy anything.
