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scientists

Closed 2.8.7

fuscazo


fuscazo

Posted (edited)

ah ok i see. so i guess we have to choose. yeah i remember NPCs do weird stuff, like if you spawn them in a building they go through walls and end up outside ))

by the way, is there a way to make bases spawn more to the interior of the land? 99% spawn on the shore. like, is there any parameter i can play with to vary that?

i was thinking that maybe "Force All Bases To Spawn At Height Level (0 = Water)": -1.0, does that?

ok no it doesn't hahaha

Edited by fuscazo
nivex

Posted

lol yea

it's in the config, Allow Raid Bases On Beaches

anything in the water is not on the beach. those are water settings in the profiles and be disabled like this:

  "Water Settings": {
    "Allow Bases To Float Above Water": false,
    "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0,
    "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true,
    "Maximum Water Depth Level Used For Float Above Water Option": 0.01,
    "Minimum Water Depth Level Used For Seabed Option": -20.0,
    "Maximum Water Depth Level Used For Seabed Option": -35.0,
    "Torpedo Damage Multiplier (Min)": 5.0,
    "Torpedo Damage Multiplier (Max)": 10.0
  },

 

  • Love 1
fuscazo

Posted (edited)

what does this exactly do? because i don't think it does what i think it does do xD

"Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week"

 

Edited by fuscazo
nivex

Posted

if Hard is disabled on Friday then any other difficulty can spawn however many Hard was supposed to so long as the other difficulty isn't disabled, too.

it looks bugged though 😕

 

nivex

Posted

not sure. never seen that before.

fuscazo

Posted

mmm what does this exactly mean? "Amount That Can Throw Weapons"

throw weapons like an axe at the player?

nivex

Posted

yes. any weapon that can be thrown.

  • Like 1
nivex

Posted

I believe two murderers could spawn when the scientist is dead. should be fixed next update.

fuscazo

Posted

could be a possibity yes. i have set 1 murderer outside, and on scientist inside as a sleeper. and in this case i had already killed the scientist sleeper inside.

  • Like 1
fuscazo

Posted (edited)

i've found some bases like this. they are from the plugin, but they don't have the sphere around them. also there's no NPC o loot.

reloading the plugin doesnt destroy them. they are also not decaying.


https://gyazo.com/5aca734b71fba80425fb68395cca5238
https://gyazo.com/5aca734b71fba80425fb68395cca5238
https://gyazo.com/30ca463a340f33e95c277b368ffd13df
https://gyazo.com/ffe684ac71c767437b0cd42f877a4c94

i never noticed this happened before yesterdays update, but i cant confirm that is the cause.

i'm confused and clueless of what might be causeing this, bat it's pretty bad, because is just leaving behind a bunch of bases that take up building space, server resources, they don't even have loot, so if someone raids them they will only find completely empty boxes... also the take space from a potential RB base...

any idea?

 

but yeah, i really need to figure this out.

Edited by fuscazo
nivex

Posted (edited)

hi, there are many reasons that this can happen. it's usually a missing libgdiplus library if using Linux. your host must install that if necessary. otherwise it's most likely another plugin interfering.

https://codefling.com/plugins/raidable-bases?do=findComment&comment=49982

regardless, I aim to get CopyPaste updated so that this is no longer an issue. I'd be able to prevent the base from remaining after a server restart then. CopyPaste 4.1.38 is the most current, but does not contain the changes that I'm trying to get implemented.

you can use /rbe kill_cleanup near those bases but it will destroy any active or inactive base within 100 meters (this will not destroy a players base)

Edited by nivex
nivex

Posted (edited)

from what you've described it sounds like your issue most likely occurs during restarts.

the easiest and best solution is to unload the plugin a few minutes before your scheduled server restarts. then the plugin can destroy everything before it restarts. 

 

Edited by nivex
fuscazo

Posted (edited)

mmm.... i think i should've noticed before if it was a library thing. until yesterday i never saw this problem, and yesterday instantly saw it, and just flying around for like 3 minutes y easily spotted like 5 or 6 of these bases. so it was pretty noticeable.

do you think this issue would reflect in the server logs somehow? maybe there's something i could search for?

the only plugins i installed this last 2 days i think they are:

1 - NPC Taxi from ChaosCode.

2 - MonumentAddons along with MonumentFinder, Telekinesis and EntityScaleManager.

So i don't know if they could interfere in anyway, and don't really know how to check it since i don't know what triggers this "empty bases".

 

i've sent a msg to my server host to check if the library thing, but if didn't happen until 1 or 2 days ago, i don't think it's going to be that. i see more the plugin interference as a probable cause then, i just don't see what those plugins could do to interfere. damn, this is driving me crazy.

another remote possibility is that yesterday, i had my server host to install an extension required for NPC Taxi, but by coincidence, hours later after they installed that library, K1llyou updated the plugin and made the extension obsolete, so i asked them to remove it again. maybe they fucked something up https://gyazo.com/383ee2749e54f97bc8729d98f1cee706

 

it looks like a server problem though, because i'm checking, and the problem doesn't seem to reproduce in my local test server in my computer, and both the hosted server and my local server have the same plugins, with the same config files, etc... so seems like a server issue, but the only thing i can think of is what i commented before, the extension installation and removal they did yesterday. maybe the broke something.

EDIT: yes, i did fly right now over the whole map on my local server and didn't see a single one of these bases. So it's only happening in the hosted server.

Edited by fuscazo
fuscazo

Posted

i did more testings, because at the same time that this started happening yesterday, GridTP also started doing weird things. it has a command called /nomap that toggles being able to TP by right clicking on the map. this command was showing the chat message, but wasnt working.

well, i unloaded RaidableBases and the GridTP command started working again. so idk whats going on to be honest, but again, this doesnt happen in my local server.

i'm pretty lost on this one. i'm talking to the host at the same time trying to figure this out.

fuscazo

Posted

wait, raidable bases as a teleport feature like gridtp? lmao, ok didnt know this. ok thats what was happening with GridTP.

about the empty bases... idk, everything seems normal in the server. could it be idk, that maybe the server restarted abruptly so plugins did not unload, and so rb could not destroy these bases, so when the server restarted the bases were just there but werent considered active raidable bases anymore?

the thing is that the /rbe kill_cleanup actually worked with these bases, so the plugin still recognizes them as rb bases? idk. shouldnt then it be able to detect they are not longer in use and just remove them?

nivex

Posted

it's hard to say what plugin it might be because the plugin isn't simply excluded by its name. it could be doing something unintentional still

ya rb has it's own marker teleport.

rbe kill_cleanup works because it looks for bases not owned by players. I can't just delete these bases from your server because that would include anything you (or another server) pasted in with copypaste.

I still recommend my solution to unload the plugin before a few minutes before each scheduled restart. you can do this in your schedule, or with the Timed Execute plugin

 

fuscazo

Posted (edited)

46 minutes ago, nivex said:

iI still recommend my solution to unload the plugin before a few minutes before each scheduled restart. you can do this in your schedule, or with the Timed Execute plugin

 

done ) ty for your help

Edited by fuscazo
nivex

Posted

no problem. hope to see the copypaste update soon with my changes 😕

 

  • Like 1
fuscazo

Posted

this version was a huge update, thanks!

btw, is there any way to make NPCs to shoot other NPCs?

the thing is, i have the Zombie Hordes plugin from K1llyou, and the zombies attack NPCs too. And it's so cool, because scientists from the junkpiles shoot at the zombies, and the zombies fight the scientist, and the scientist dies and becomes a zombie. it's so cool. and i've noticed that zombies also attack and kill RB's NPCs, so it would be cool if they also shot back at the zombies. like an option like:

"Murderers and Scientists attack other NPCs": true,

idk, just an idea, but it would be so cool and would make it more integrated in the server. i know other servers just want RB to be like a product players buy. but i like it to be as integrated and natural as possible.

just a suggestion of course, i know you're busy!

nivex

Posted

glad you like it

that is an option in the config

Allow Npcs To Target Other Npcs

fuscazo

Posted

14 minutes ago, nivex said:

glad you like it

that is an option in the config

Allow Npcs To Target Other Npcs

ohhh my bad, i was looking for it in the profiles. stupid me. tyty )


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