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Everything posted by nivex
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Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
I see the issue now that you mention the murderer items not always dropping. thats because you have them equipped with both ranged and melee weapons. when they equip a ranged weapon its not going to work because murderers have support for melee weapons and explosives only, and the other scientists use ranged weapons only. so when the murderer equips a ranged weapon its going to drop the ranged loot (scientist items) why? murderers used to be in the game. when they were in the game they used melee only. it was not possible to give them a ranged weapon. they've been removed from the game, but I still wanted to keep them in my plugin. so I use the scientist for both the scientist and the murderer. the only thing separating them is the weapons they use. scarecrows could replace murderers but there's no point when the scientist fills this role just fine they can kill players using ranged weapons, but there's no support for it. I'll see what I can do to add support for this without it conflicting with scientists. -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
"Difficulty (0 = easy, 1 = medium, 2 = hard, 3 = expert, 4 = nightmare)": 0, you have to set the difficulty, either that or you have the same base in multiple profiles. RaidableBases.json -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
nah, they spawn from Murderer Items Dropped On Death -
Wooden Bow getting converted to Compound Bow and Weird Loot
nivex replied to Jackelmyer's Support Request in Support
ya, enable it Ill respond in the other thread from now on. this one is closed -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
just respond here instead of multiple tickets with the same question it didn't work for peacekeeper because you need to enable the option I used 2.7.4 to test it, and probability is not 1.0 so it will not always spawn those items. -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
I said it wasn't easy to check, so if you want to check for yourself then here's a plugin to do that CheckLootSpawnsLoot.cs -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
you don't have the option enabled. this works "Spawn Alternate Default Scientist Loot": { "Prefab ID List": [ "peacekeeper" ], "Enabled": true }, -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
you should attach the file instead of pasting it. much easier to read I didn't say that roam and roamtethered don't have that ammo. I said that they may not, and to check each of the prefabs. I looked (which isn't easy to do), and peacekeeper doesn't have any ammo. I've already said I'd add an option to not use any prefab loot too pumpkin, wood and scrap all spawn fine. deer meat was on the next npc. -
why would I disable it for the server?
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Wooden Bow getting converted to Compound Bow and Weird Loot
nivex replied to Jackelmyer's Support Request in Support
Items for scientistnpc_arena: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_cargo: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_cargo_turret_any: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_cargo_turret_lr300: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_ch47_gunner: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_excavator: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_full_any: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_lr300: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_mp5: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_pistol: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_shotgun: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_heavy: flamethrower, lowgradefuel, grenade.f1, shotgun.double, ammo.shotgun, syringe.medical, bandage, multiplegrenadelauncher, ammo.grenadelauncher.buckshot, ammo.grenadelauncher.smoke, ammo.grenadelauncher.he Items for scientistnpc_junkpile_pistol: smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_oilrig: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_patrol: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_peacekeeper: flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_roam: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_roam_nvg_variant: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_roamtethered: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage here's a complete list of all the items that each of those options drops. peacekeeper would have the least amount of items so it does appear to be working correctly for both scientist and murderer you can add npc.LootSpawnSlots = new LootContainer.LootSpawnSlot[0]; on line 10080 to override everything so nothing drops. your file might have a different line number if you modified it before. the code should look like this -
yea, in the next update it'll work regardless of sentry.interferenceradius - the only limit will be how many turrets you deploy.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Ill disable this in the next update, but atm yes convar is the only way.
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nice thanks
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Changed Status from Pending to Closed
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no problem, enjoy
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heya, the allow option is for those who have profiles with Allow PVP false and true. if you set it to false then you won't be able to buy any raids with Allow PVP set true only. Convert PVP to PVE does not override this for the first reason set both to true and all PVP base will spawn for buyable events as PVE, or set Allow PVP to false in relevant profiles.
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Question: Memory Consumption during Base Spawns
nivex replied to Jackelmyer's Support Request in Support
Icedhost has performed exceptional on my test server. 12gb still isn't enough, but will hold you over until you get a player base. I can add the RAM requirement but that requirement isn't specific to this plugin, but Rust in general shouldn't be under 16gb. the performance hit and potential crash issues are too risky. 16gb won't be completely stable for a player base over 20 either. that's when you'd move to 32gb or higher. server donations would help cover costs at that point -
ah, Notify should show you the message then. I missed that
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you aren't getting a reward because of 2 things: "Move Resources Into Tool Cupboard": false, "Destroying The Cupboard Completes The Raid": true, it's ending the raid immediately because there's no loot in the TC and the second option requires the TC be destroyed or fully looted you should disable one of those options until the next update, or you can edit the .cs and fix it now. nice bug find. that was probably causing issues for a few others too return IsCompleted = IsPrivDestroyed || priv.IsKilled() || priv.inventory.IsEmpty(); to return IsCompleted = IsPrivDestroyed || priv.IsKilled() || config.Settings.Management.Cupboard && priv.inventory.IsEmpty(); you have Send Messages To Players false so you won't see the reward message when you do fix this
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there's no reason to set Lock Treasure To First Attacker to false... partial settings isn't enough. i'd need the config and profile but attach the files instead of pasting them
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"Lock Treasure To First Attacker": true, why do you want to disable that? I didn't suggest this I stated why they might not be getting a reward. if that's true then it won't prevent them from getting one.
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Question: Memory Consumption during Base Spawns
nivex replied to Jackelmyer's Support Request in Support
let me know if you need help finding another server/host. I absolutely would not upgrade that machine with more memory after your prior issues either way, you need more than 8gb for a Rust server. once your entity count goes up your server will have serious performance issues and eventually crash, as you have seen. it will happen whether CopyPaste spawns bases or players build them. anything less than 16gb is too risky. if you can afford 32gb or higher it is your best bet