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nivex

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Everything posted by nivex

  1. yes no problem. check before the cast if (!entity || info == null) return; BasePlayer player = info.InitiatorPlayer; you should use entity.ShortPrefabName instead of entity.name too
  2. that's close, but you need to use what I suggested void OnEntityDeath(BaseCombatEntity entity, HitInfo info) { if (!entity || info == null) return; if (!entity.name.Contains("barrel")) return; if (UnityEngine.Random.Range(0f, 1f) <= ConfigFile.chanceOfBear) { SpawnBear(entity.transform.position); BasePlayer player = info.InitiatorPlayer; if (player != null) PrintToChat(player, msg("Bearrel", player.UserIDString)); } }
  3. you need to null check your code then
  4. nivex

    Cells

    yea, would be nice if CopyPaste had an option to prevent specific entities from spawning to avoid this issue until it's fixed RB has an option to despawn it after it spawns but that might not fix your issue from what you said... Kill These Prefabs After Paste, in the profiles use the entity shortname (not item shortname) in that list: wall.frame.cell TruePVE can give you the name by using /tpve_prod
  5. nivex

    Raidable Bases

    @COSMO ya in the profiles as aimacak stated also, players won't be able to buy from any profile that has Allow PVP set to true, oxide/data/RaidableBases/Profiles/ if you set Allow PVP to false in the profiles then it's not a problem. otherwise the below option will block the purchase. costs are not configured and players won't be able to buy until at least one is set in the config file
  6. nivex

    Cells

    heya, line of sight issues are with the game. the issue was reported to Facepunch, so they're aware, but seems they haven't been able to fix it yet. there was an exploit where those bars were immune to damage but I think Facepunch fixed that since it was on YouTube too.
  7. the free version has no premium features you must install the plugin from this site tier packages do not contain the plugin install the tier package and then the premium plugin from this site last
  8. heya. yes sometimes Oxide (or Newtonsoft) resets this but it's unknown why since I never reset it. just fix the difficulty setting in your profiles, oxide/data/RaidableBases/Profiles/
  9. nivex

    Raidable Bases

    @CoralieLou heya, it does this already unless you're in vanish, noclip or have Remove Admins From Raiders List enabled in the config it will give rewards if you set them in the profiles, oxide/data/RaidableBases/Profiles
  10. nivex

    Raidable Bases

    @Wolf hi, it's fixed in the next update. use economics or serverrewards for now
  11. nivex

    Raidable Bases

    @captian Salty it's most likely happening during server restarts use something like Timed Execute to unload the plugin 5 minutes before a restart and see if that helps. let me know too
  12. nivex

    Raidable Bases

    @flysd what? Russian? there are instructions in the zip, and a video
  13. nivex

    Raidable Bases

    @Kobani you can't specify a skin for Loadouts use Kits plugin and put the kitname in Murderer Kits/Scientist Kits
  14. nivex

    Raidable Bases

    @Kobani can you be more specific? I don't understand
  15. not sure what you're referring to players can already drop a TC and type /sar claim quote it
  16. nivex

    Raidable Bases

    @captian Salty sometimes the difficulty setting gets reset when updating. no idea why since I never do that. first setting in each profile, oxide/data/RaidableBases/Profiles/
  17. nivex

    Raidable Bases

    nice, thanks updated to 2.8.4 enjoy
  18. nivex

    Raidable Bases

    @Kobani ah right, there are two places it is checked! keep the fix before, it is needed change this also: if (IsAssetBlocked(e, colName, entityName)) to if (worldRadius > 0f && IsAssetBlocked(e, colName, entityName)) it should be good and if so I will update it
  19. nivex

    Raidable Bases

    @Kobani nothing else was changed regarding custom spawns use rbe debug
  20. nivex

    Raidable Bases

    hm ok, maybe it's the rock check again. try this in .cs file if (!SpawnsController.IsAreaSafe(v, spq.safeRadius, spq.buildRadius, spq.pasteData.radius, queueLayers, out var cacheType, spq.type, spq.options.CustomSpawns)) change it to this: if (!SpawnsController.IsAreaSafe(v, spq.safeRadius, spq.buildRadius, spq.spawns.IsCustomSpawn ? 0f : spq.pasteData.radius, queueLayers, out var cacheType, spq.type, spq.options.CustomSpawns))
  21. Changed Status from Pending to Closed
  22. nivex

    Raidable Bases

    @Merdynn yes. those settings are in each profile
  23. nivex

    Raidable Bases

    it randomly choses one
  24. nivex

    Raidable Bases

    you can put as many items in a loadout as you want or you can use as many kits as you want instead if you want to use silencers on guns then you need to use kits they even have Damage Multipliers for explosives, guns and melee @Merdynn "Weapon Accuracy (0 - 100)": { "Allow Npcs To Play Catch When Equipped With Explosives": false, "Aggression Range": 70.0, "Health For Murderers": 150.0, "Health For Scientists": 100.0, "Murderer Kits": [ "Scientist Kits": [ "Decrease Damage Linearly From Npcs With A Maximum Effective Range Of": 0.0, "Decrease Damage Linearly From Players With A Maximum Effective Range Of": 0.0, "Damage Multipliers": { "Explosive Damage Multiplier": 1.0, "Gun Damage Multiplier": 1.0, "Melee Damage Multiplier": 1.0 }, "Maximum Respawn Npc X Seconds After Death": 0.0, "Minimum Respawn Npc X Seconds After Death": 0.0,
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