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Everything posted by nivex
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- 572 comments
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- #rust
- #rust plugin
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- 572 comments
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- #rust
- #rust plugin
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those having issues with damage being allowed can boil this down to a few reasons truepve/nextgenpve is not installed or it is not configured correctly you have purge enabled, but you'd know this because you would have to type the sab purge command to enable it. another plugin is allowing the damage (zonemanager, dynamicpvp, etc) you have zones allowing this damage, see #3, and is easily fixed by adding the appropriate flags to your zones in the zone plugin TruePVE: you can block this with TruePVE if you map the zone to a ruleset. rulesets must be configured properly or the damage will be allowed avoid creating entity groups for rules that require too many entity names, such as "buildings" or "structures" or "deployables" - there is always an easier way, see below zones which are mapped to "exclude" will be completely ignored by TruePVE. this means you cannot create a ruleset named "exclude" defaultAllowDamage when set true will allow ALL damage by default and is the most difficult to configure properly as it requires a good understanding of how the plugin works best used when mapping zones to a ruleset for PVP you do not need to create rules that say "can hurt" unless you have a contradicting rule that says "cannot hurt" e.g.: anything can hurt players players cannot hurt players defaultAllowDamage when set false will block ALL damage by default unless it is overridden by a flag or by another plugin you must create rules to allow specific damage instead. this is ideal and requires the least amount of entity groups in most PVE applications does not bloat your config. bloating causes a performance hit and should be avoided. generally, PVP zones do not require this being set to false as they contain flags in the zone plugin that you can enable to block damage or actions there instead
- 572 comments
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- #rust
- #rust plugin
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Active players bases being put up as raidable
nivex replied to CyberCity892's Support Request in Support
hi, that's how the exclude permission works. it excludes them during the scan so they're ignored and only factors in the others, if any. -
revoke abandonedbases.attack
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I don't understand
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@Nuno Correia there were no changes regarding that. the one change was for PVP which is player vs player only i've tested this for you and it's not possible to damage another base inside or outside of the event. the base must be part of an event for this plugin to allow it. a few reasons this may happen for you: 1. enabling purge will allow all bases to take damage and must be started with sab purge 2. truepve is not installed, loaded or is misconfigured 3. another plugin is allowing the damage via the CanEntityTakeDamage hook
- 572 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 572 comments
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- #rust
- #rust plugin
- (and 6 more)
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Freedom for Creativity: A Request to Codefling and Developers
nivex replied to DeutscherRitterPlatz's topic in General
you're free to modify it for your personal needs and use, by yourself or another developer on your team. my license requires that you ask for consent and since you've provided valid reasons you are given this consent for any plugin of mine I don't have any desire to change my licence when consent is enough -
- 572 comments
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- 1
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- #rust
- #rust plugin
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is this only during a server restart?
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- 572 comments
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- #rust
- #rust plugin
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hi, you can go to the base and type /rbe kill_cleanup I don't know why this happens unless the server is using linux then you would need to make sure the host has libgdiplus installed
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I tested this for you and I can loot with no problem I would need a message and if you can loot in noclip
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thank you I'm glad you enjoy my work!
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I will have to check after I wake up, tired now =p
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they should not spawn outside of the protection radius (visible by the dome). so if you don't want them to spawn outside of the walls then the Arena Wall Radius should be increased closer to Protection Radius they can definitely roam beyond the Protection Radius if you have Allow Npcs To Leave Dome When Attacking enabled Protection Radius should not be changed unless using custom spawn points with the Spawns Database plugin
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clipping through walls is an issue with game physics so I can try to find a workaround but likely nothing I can do shooting through walls is another game bug. the line of sight check is from the game and I did not find a better solution for this in the past either npcs are stationary in the base. I don't believe I can make them move since there is no navmesh there. the game will clip them out of the base if they try to move. I might be able to move them onto a custom navmesh but I don't have time to test this atm npcs should be alert and attack right away but again it's an issue with the line of sight check not working correctly. I might be able to implement something where they can open the door, but without the line of sight check working they would just stand there until they get shot. rip I did report the line of sight issues to Facepunch, described as the CIRCLE PACKING PROBLEM if you are a nerd like me and want to google about it sorry for lack of solutions but there's not much I can do about those issues.
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ok lets see the profiles and config too attach below
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can you loot it in noclip ?
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heya, Protect Loot Bags From Raid Boxes For X Seconds After Base Despawns this will block anyone but the raiders from looting. it will tell you You do not own this loot!
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Changed Status from Pending to Closed
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I thought I mentioned that you could edit the language file, but you could change NIGHTMARE to IMPOSSIBLE if you were ok with just renaming a difficulty for the time being instead. the dynamic difficulties is a very difficult task and I'm not sure that I can achieve it but I will try when I can good luck