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nivex

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Everything posted by nivex

  1. nivex

    unable to buy raid

    you need to set purchase prices in the config
  2. nivex

    PVP & PVE chance

    Changed Status from Pending to Closed
  3. nivex

    PVP & PVE chance

    no problem
  4. nivex

    PVP & PVE chance

    heya. it is 0 to 100 so set it to 50 that overrides convert options when set above 0
  5. haha yeah
  6. nivex

    Raidable Bases

    it lasts 1 wipe if the plugin isn't loaded during the wipe then it can't remove the titles when the server wipes /rb wipe will force it
  7. it's added in the update too np
  8. ok think I found the issue. add this on line 2794 and it should fix it if (priv.IsKilled() || building == null || building.decayEntities.IsNullOrEmpty()) { _skipped++; yield break; } it will look like this when you're done
  9. nivex

    Loot Bug with Lockers?

    it is realistic. lockers are specially coded to self equip with kits. kits is what you would typically find in a locker. I can make it divide but I don't see the point. if lockers are to hold kits then those kits shouldn't be in boxes. that's the logic anyway. spreading the loot out into multiple boxes is ideal but takes away from that realism I can add it I'd you want
  10. nivex

    Loot Bug with Lockers?

    hi no. only specific items can go into the locker and lockers do not work with divide loot option.
  11. nivex

    Raidable Bases

    hi it will always spawn in a random box
  12. ok will check it out when I get home
  13. nivex

    Abandoned Bases

    np. I'll see about Raid Protection support in a future update then. I want to get this update out asap first
  14. nivex

    Abandoned Bases

    @Tomato_Jesus the plugin won't break with the Rust update. the plugin update will be soon though
  15. nivex

    Abandoned Bases

    it's planned but there's no way to currently do this. there are far too many issues to resolve before it can be implemented because the event can overlap other bases if players build too closely. those overlapped bases won't be raidable, but it is difficult to determine who should be ejected. in the next update there is a new option to prevent players from looting anything in the abandoned bases, and I will likely add a second Eject Enemies option to remove players when they step on a foundation unless I can find an elegant solution to eject them when they enter the dome instead. either way, it will serve the same purpose and be just as effective.
  16. nivex

    Raidable Bases

    I don't know why this happens I will try to fix it in the next update
  17. OnEntityTakeDamage is a non-bool hook so returning true would still cancel the method which would block the damage but will fix the conflict issue CanEntityTakeDamage would allow you to unsubscribe OnEntityTakeDamage to reduce hook times between the plugins and is a bool hook
  18. nivex

    Raidable Bases

    @laodu I will disable the brain to see if that fixes the issue
  19. nivex

    Run Command on raid complete

    hi, this is planned
  20. nivex

    Abandoned Bases

    @Tomato_Jesus Do Not Destroy Base When Despawn Timer Expires Do Not Destroy Manually Converted Base When Despawn Timer Expires Conversions Before Destroying Base (fixed in next update) sar cancel - requires abandonedbases.convert and abandonedbases.convert.cancel - allows the user to cancel the event, optionally requiring it be looted and/or requiring a configured amount of time before the command can be used sar claim - requires abandonedbases.convert and abandonedbases.convert.claim - allows the user to cancel the event, take over the base and become the owner. optionally requires them to have looted the base first. this does not unlock key locks but will next update. those will prevent the base from despawning and will allow it to be converted again @Robert Stevens Abandoned Bases If you enable Abandoned Bases in the integration config, then bases that are labeled as Abandoned will not receive raid protection. quote from the Raid Protection plugin. otherwise no, abandoned bases does not look at how much protection the base has from that plugin. I don't see a reason to use both plugins, but if you want then I can add support for it anyway. mine works strictly on how long since the players of the base have been offline before it considers the base to be abandoned.
  21. nivex

    Raidable Bases

    hi @Blackbird that isn't possible Time To Wait Between Spawns will wait the configured time between spawns but this does not start when a base is raided. it starts after the first base has spawned. so if you configure 10 easy bases to spawn and set this to 60 then all 10 easy bases will take 600 seconds or 10 minutes to spawn. Maintained Events will keep a specific number of bases spawned at all times limited by Max Amount Allowed To Automatically Spawn Per Difficulty. Scheduled Events will spawn a specific number of bases on a schedule that is limited by Max Amount Allowed To Automatically Spawn Per Difficulty too. if this time elapses and this max limit has been reached then it will wait until a base despawns.
  22. can you change OnEntityTakeDamage to return true so it that does not conflict with other plugins such as TruePVE and NextGenPVE ?
  23. nivex

    Tiny issue with configuration

    economics is but serverrewards must have a whole number
  24. nivex

    Tiny issue with configuration

    hi, looks like you need to change 300.0 to 300 its around line 283
  25. nivex

    Raidable Bases

    ty guys the command to do this for all profiles is: rb.config stability true|false - works for all profiles rb.config stability true|false "Easy Bases" - works for specific profile
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