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Everything posted by nivex
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Question: Loot Tables and Duplicate Entries - Low Loot, Normal Loot, High Loot bases.
nivex replied to Jackelmyer's Support Request in Support
saying it's not supported doesn't inherently mean it won't work. not supported means it may work, may not work at all, or may not work as expected it's intended that people use the stacksize option to split items into multiple stacks based on min and max amounts sorting out the randomness. I think this gives greater versatility than any other option -
dynamic difficulties are not possible atm no ETA on it but I really want to add it asap. just no time nor idea how yet you can rename a difficulty in the language file but that's about it. you can use the explosion marker, but the text cannot be changed, otherwise you can't change the map icon. these are Rust limitations. yes, you can use Spawn Silently to disable the opening announcement messages, dome and map marker. you can disable dome and map marker individually, but you cannot do announcement messages individually. I can add that
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Changed Status from Pending to Closed
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neat idea, I can note this down
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Question: Loot Tables and Duplicate Entries - Low Loot, Normal Loot, High Loot bases.
nivex replied to Jackelmyer's Support Request in Support
having the same item multiple times in the same loot table is not supported. items are pooled from each loot table and then rolled on. if beancan is in the base loot table with Always Spawn Base Loot Table then it will always spawn, otherwise it will randomly spawn if beancan is in the difficulty loot table then it will be randomly picked if it doesn't have enough items at this point then it will use allow duplicates and block by shortname if set to false it's not supposed to. if you have the same item in multiple loot tables then it's going to pick it based on probability. Allow Duplicate Items is not factored until AFTER the initial items have been picked from each loot table. if at this point you do not have enough items to meet Amount Of Items To Spawn then it will continue trying to spawn the remainder based on Allow Duplicate Items / Do Not Duplicate settings -
ok. use the convar, use the plugin in the disscussion tab, or wait for the update
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Changed Status from Pending to Closed
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thanks Jackelmyer you would want to set it to -1 though if editing the config. 0 is infinite
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Changed Status from Pending to Closed
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I'll have to keep that in mind if someone else has this issue. thanks
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@Aussie4life you would need to use rbe debug command when this happens. sounds like a bad copypaste file @Raiven_007 if you try to use the command before the plugin loads then it will say that. if you are using it afterwards and it says that then that then the base is not configured or the copypaste file doesn't exist. you can use the rb.config list command to see what files don't exist, and what you do have configured instead thank you @Gold Mysteriousand @mark bergervoet
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@Flatbush thats correct, and it does work
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heya, the plugin doesn't control this type of delay with the npcs. thats your server and/or other plugins. if your server lags then you need to lower the paste batch size in the CopyPaste config file. it pastes the bases, not this plugin
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@KayKay nah, it's a game bug. i've reported it to Facepunch and gave them the fix but it hasn't been applied yet. the bug makes no difference on a vanilla server since all damage is allowed there so there's no priority for them to fix it. the bug is that the initiator of the fire is not set to the player. no initiator means the damage is ignored by RaidableBases. if it doesn't know where the damage came from then it's impossible for it to allow or block it so it gets ignored. if it gets ignored then TruePVE handles it, and it will block the damage because it doesn't kn ow either. if it allowed the damage then players could raid and kill everyone on the server with fire, and rules/flags wouldn't do anything. I wrote a harmony fix for it (inside of a Carbon/Oxide plugin), but honestly players should just use fire that works. ServerProjectileHitFix.cs
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lol no problem. I can note it for a future update
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if you want them to use throwing weapons then they should not have guns
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I don't see a reason for it to work with smoke grenades =p it does work with normal grenades I have not tested molotov
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heya. I won't be removing turrets, but I will remove the limitation on raid bases https://codefling.com/files/sc/9913-base-turrets-question/?tab=comments