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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    there are several issues people are having with 2.7.5/2.7.6 use 2.7.4 for now
  2. no, you are describing two issues: 1. server delay for X seconds during spawn - this is reported by others, and the problem is the server. the server cannot handle it or you would not be having this issue. reduce the paste batch from 3 to 1, or upgrade to a better machine 2. constant npc delay is separate and there are no reports of this. this might be a plugin bug but its very unlikely. the server cannot handle the load is the most likely reason edit .cs and on line 12132 change: return true; to return null;
  3. nivex

    Constant Physics.PhysX errors

    ok let me know.
  4. nivex

    VIP restriction

    hi, no, the permission applies to everyone that has it you can't do it individually
  5. ya, I have tried it and there is no delay even with 5 bases spawned on them map and many other plugins installed I cannot reproduce this, especially with it as the sole plugin. there are no issues for me.
  6. nivex

    Raidable Bases

    I've no more time to help now I must sleep good luck
  7. nivex

    Raidable Bases

    @Killeroox your config has an issue then it works
  8. nivex

    Raidable Bases

    @Killeroox what?
  9. nivex

    Constant Physics.PhysX errors

    actually it looks like you have a plugin modifying mass, so whenever my plugin tries to read that invalid mass the game throws a shit fit not sure though, but that's most likely what it is I can just stop using the mass then and use a fix variable I suppose
  10. nivex

    Constant Physics.PhysX errors

    no idea, never seen that before delete this line from the .cs TryPushMountable(vehicle, target); if it still happens then it's not my plugin
  11. nivex

    Raidable Bases

    @Clockwurk there are no custom difficulties but you can rename them in the language file
  12. nivex

    Raidable Bases

    I had posted a plugin a few times in previous replies to disable the turret interference when you update to 2.7.5 that plugin is no longer necessary to block interference at raid bases
  13. nivex

    Raidable Bases

    @Yac Vaguer thank you, added in zip for next update too @Clockwurk use Allow PVP settings in the profiles don't use them in the config or it will override it
  14. nivex

    Raidable Bases

    2.7.5 released many good changes in this version along with some much needed fixes like the notorious disconnect bugs. those disconnects bugs took a very long time to figure out. thanks @shaitobufor the assistance everyone please read the update notes carefully so you don't miss out.
  15. hi, I can't help you with that unless you have an error. that is controlled by the physics of the game
  16. nivex

    Abandoned Bases

    @FreeManStars as I said before this is fixed in the next update
  17. nivex

    Abandoned Bases

    @KayKay haha that sounds like hell I will fix it edit, fixed: turret auth is no longer cleared at all ammo added by the plugin is removed from the turret only
  18. nivex

    Raidable Bases

    @Clockwurk you can configure it by the day of the week but not by how many days since wipe. Raids Can Spawn On settings in config you can use battlemetrics scripts to configure this too using the command rb.config nightmare sunday true would set Nightmare Raids Can Spawn On Sunday to true in the config
  19. nivex

    Abandoned Bases

    ok I will look into it @FreeManStars
  20. nivex

    Way to identify base name?

    Changed Status from Pending to Closed
  21. nivex

    Way to identify base name?

    no problem
  22. nivex

    Way to identify base name?

    hi, you can see that by using /rb and looking at the base
  23. hm, I've not had any reports of the loot remaining generally bases that don't despawn are after a server restart I would need error messages to fix your issue
  24. nivex

    Raidable Bases

    @Yac Vaguer hi, is it fixed now?
  25. nivex

    Raidable Bases

    @Trenyc yes, all of those events will spawn one after the other until all have spawned. so it won't matter what order they spawn in whereas with scheduled events you would spawn X events every so often, and random would make it less predictable Chance To Automatically Spawn Each Difficulty can be useful for maintained events if you add a delay to Time To Wait Between Spawns.
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