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Everything posted by nivex
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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.
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Hello, none of the bases in this package are copied at the wrong height. It's not possible for any of them to spawn partially underground unless there's a bug in the plugin. If it spawns fine in most areas and not in others then this confirms it is a bug. It will always spawn at the same exact height otherwise. Which map are you using, and can you give a grid where this happens? It must be an issue with how the plugin detects the ground.
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- 634 comments
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- #rust
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- 634 comments
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heya, these are already added and are in the documentation @doublee313 API No return behavior: void OnRaidableBaseStarted(Vector3 raidPos, int mode, float loadingTime) void OnRaidableBaseEnded(Vector3 raidPos, int mode, float loadingTime) void OnPlayerEnteredRaidableBase(BasePlayer player, Vector3 raidPos, bool allowPVP) void OnPlayerExitedRaidableBase(BasePlayer player, Vector3 raidPos, bool allowPVP)
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Hi, You can change how far apart bases spawn by adjusting it in the config file. Buyable, Maintained, and Scheduled Events can all be set individually using Spawn Bases X Distance Apart (100 meters by default) Bases that spawn underground need to be copied again (recommended) or have the height adjusted in their profile (not recommended). Bases should be copied at eye level of the foundation, and pasted to make certain they spawn properly. Adjusting height in the profile is a shortcut to this tedious task, but it is not a fix
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- 634 comments
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- #rust
- #rust plugin
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