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Is not work on me

Not a Bug 1.5.22

Pepuni.

Posted

Hi, I'm trying the plugin but it's not blocking after a raid when they are offline. I'll send you the config.
{
  "Raid Proximity Threshold (in meters)": 140.0,
  "Offline Raid Session Limit (per day)": 1,
  "Base Session Cooldown (in minutes)": 90.0,
  "Discord Webhook URL for Raid Alerts": null,
  "Debug Discord Webhook URL": "",
  "Enable Debug Logging to Discord": false,
  "Enable Debug Logging to Console": false,
  "Discord Queue Delay (in seconds)": 1.0,
  "Is Server Vanilla?": false,
  "Block Damage on Raid Limit Reached": true,
  "Show Offline Raid Count (on modded servers)": true,
  "Enable API Integration": false,
  "API Authentication Token": null,
  "API Base URL": null,
  "Should decaying bases be flagged as abandoned only if they have no upkeep materials left?": false,
  "The health threshold at which a base is considered decayed (e.g. 1.0 = fully intact, 0.8 = 80% health, etc.).": 0.8,
  "Reset Time (24-hour format, e.g., '00:00' or '03:00')": "00:00:00",
  "Exclude bases genrated by raidable bases": true,
  "Version": {
    "Major": 1,
    "Minor": 5,
    "Patch": 22
  },
  "Additional Blocked Entities": [
    "door.hinged.wood",
    "door.hinged.metal",
    "door.hinged.toptier",
    "door.double.hinged.wood",
    "door.double.hinged.metal",
    "door.double.hinged.toptier",
    "floor.ladder.hatch",
    "window.bars.wood",
    "window.bars.metal",
    "window.bars.toptier",
    "window.wood",
    "window.reinforced",
    "window.glass.reinforced",
    "shutter.wood.a",
    "shutter.wood.b",
    "shutter.metal.embrasure.a",
    "shutter.metal.embrasure.b",
    "wall.external.high.wood",
    "wall.external.high.stone",
    "barricade.wood",
    "barricade.woodwire",
    "barricade.metal",
    "barricade.stone",
    "trap.bear",
    "trap.landmine",
    "spikes.floor",
    "trap.sam_site",
    "guntrap",
    "autoturret_deployed",
    "flameturret.deployed",
    "sam_site_turret_deployed",
    "ladder.wooden.wall",
    "cupboard.tool",
    "wall.frame.garagedoor",
    "wall.frame.shopfront",
    "wall.frame.fence",
    "wall.frame.netting",
    "wall.frame.cell_gate",
    "wall.frame.cell",
    "switch",
    "electric.fusebox.deployed",
    "battery.small",
    "battery.medium",
    "battery.large",
    "generator.wind.scrap",
    "generator.solar",
    "box.wooden.large",
    "woodbox_deployed",
    "small_stash_deployed",
    "fridge.deployed",
    "sign.wooden",
    "sign.hanging",
    "sign.pole.banner.large",
    "sign.pictureframe.landscape",
    "sign.pictureframe.portrait",
    "door.hinged.wood",
    "door.hinged.metal",
    "door.hinged.toptier",
    "door.double.hinged.wood",
    "door.double.hinged.metal",
    "door.double.hinged.toptier",
    "floor.ladder.hatch",
    "window.bars.wood",
    "window.bars.metal",
    "window.bars.toptier",
    "window.wood",
    "window.reinforced",
    "window.glass.reinforced",
    "shutter.wood.a",
    "shutter.wood.b",
    "shutter.metal.embrasure.a",
    "shutter.metal.embrasure.b",
    "wall.external.high.wood",
    "wall.external.high.stone",
    "barricade.wood",
    "barricade.woodwire",
    "barricade.metal",
    "barricade.stone",
    "trap.bear",
    "trap.landmine",
    "spikes.floor",
    "trap.sam_site",
    "guntrap",
    "autoturret_deployed",
    "flameturret.deployed",
    "sam_site_turret_deployed",
    "ladder.wooden.wall",
    "cupboard.tool",
    "wall.frame.garagedoor",
    "wall.frame.shopfront",
    "wall.frame.fence",
    "wall.frame.netting",
    "wall.frame.cell_gate",
    "wall.frame.cell",
    "switch",
    "electric.fusebox.deployed",
    "battery.small",
    "battery.medium",
    "battery.large",
    "generator.wind.scrap",
    "generator.solar",
    "box.wooden.large",
    "woodbox_deployed",
    "small_stash_deployed",
    "fridge.deployed",
    "sign.wooden",
    "sign.hanging",
    "sign.pole.banner.large",
    "sign.pictureframe.landscape",
    "sign.pictureframe.portrait",
    "door.hinged.wood",
    "door.hinged.metal",
    "door.hinged.toptier",
    "door.double.hinged.wood",
    "door.double.hinged.metal",
    "door.double.hinged.toptier",
    "floor.ladder.hatch",
    "window.bars.wood",
    "window.bars.metal",
    "window.bars.toptier",
    "window.wood",
    "window.reinforced",
    "window.glass.reinforced",
    "shutter.wood.a",
    "shutter.wood.b",
    "shutter.metal.embrasure.a",
    "shutter.metal.embrasure.b",
    "wall.external.high.wood",
    "wall.external.high.stone",
    "barricade.wood",
    "barricade.woodwire",
    "barricade.metal",
    "barricade.stone",
    "trap.bear",
    "trap.landmine",
    "spikes.floor",
    "trap.sam_site",
    "guntrap",
    "autoturret_deployed",
    "flameturret.deployed",
    "sam_site_turret_deployed",
    "ladder.wooden.wall",
    "cupboard.tool",
    "wall.frame.garagedoor",
    "wall.frame.shopfront",
    "wall.frame.fence",
    "wall.frame.netting",
    "wall.frame.cell_gate",
    "wall.frame.cell",
    "switch",
    "electric.fusebox.deployed",
    "battery.small",
    "battery.medium",
    "battery.large",
    "generator.wind.scrap",
    "generator.solar",
    "box.wooden.large",
    "woodbox_deployed",
    "small_stash_deployed",
    "fridge.deployed",
    "sign.wooden",
    "sign.hanging",
    "sign.pole.banner.large",
    "sign.pictureframe.landscape",
    "sign.pictureframe.portrait",
    "door.hinged.wood",
    "door.hinged.metal",
    "door.hinged.toptier",
    "door.double.hinged.wood",
    "door.double.hinged.metal",
    "door.double.hinged.toptier",
    "floor.ladder.hatch",
    "window.bars.wood",
    "window.bars.metal",
    "window.bars.toptier",
    "window.wood",
    "window.reinforced",
    "window.glass.reinforced",
    "shutter.wood.a",
    "shutter.wood.b",
    "shutter.metal.embrasure.a",
    "shutter.metal.embrasure.b",
    "wall.external.high.wood",
    "wall.external.high.stone",
    "barricade.wood",
    "barricade.woodwire",
    "barricade.metal",
    "barricade.stone",
    "trap.bear",
    "trap.landmine",
    "spikes.floor",
    "trap.sam_site",
    "guntrap",
    "autoturret_deployed",
    "flameturret.deployed",
    "sam_site_turret_deployed",
    "ladder.wooden.wall",
    "cupboard.tool",
    "wall.frame.garagedoor",
    "wall.frame.shopfront",
    "wall.frame.fence",
    "wall.frame.netting",
    "wall.frame.cell_gate",
    "wall.frame.cell",
    "switch",
    "electric.fusebox.deployed",
    "battery.small",
    "battery.medium",
    "battery.large",
    "generator.wind.scrap",
    "generator.solar",
    "box.wooden.large",
    "woodbox_deployed",
    "small_stash_deployed",
    "fridge.deployed",
    "sign.wooden",
    "sign.hanging",
    "sign.pole.banner.large",
    "sign.pictureframe.landscape",
    "sign.pictureframe.portrait",
    "door.hinged.wood",
    "door.hinged.metal",
    "door.hinged.toptier",
    "door.double.hinged.wood",
    "door.double.hinged.metal",
    "door.double.hinged.toptier",
    "floor.ladder.hatch",
    "window.bars.wood",
    "window.bars.metal",
    "window.bars.toptier",
    "window.wood",
    "window.reinforced",
    "window.glass.reinforced",
    "shutter.wood.a",
    "shutter.wood.b",
    "shutter.metal.embrasure.a",
    "shutter.metal.embrasure.b",
    "wall.external.high.wood",
    "wall.external.high.stone",
    "barricade.wood",
    "barricade.woodwire",
    "barricade.metal",
    "barricade.stone",
    "trap.bear",
    "trap.landmine",
    "spikes.floor",
    "trap.sam_site",
    "guntrap",
    "autoturret_deployed",
    "flameturret.deployed",
    "sam_site_turret_deployed",
    "ladder.wooden.wall",
    "cupboard.tool",
    "wall.frame.garagedoor",
    "wall.frame.shopfront",
    "wall.frame.fence",
    "wall.frame.netting",
    "wall.frame.cell_gate",
    "wall.frame.cell",
    "switch",
    "electric.fusebox.deployed",
    "battery.small",
    "battery.medium",
    "battery.large",
    "generator.wind.scrap",
    "generator.solar",
    "box.wooden.large",
    "woodbox_deployed",
    "small_stash_deployed",
    "fridge.deployed",
    "sign.wooden",
    "sign.hanging",
    "sign.pole.banner.large",
    "sign.pictureframe.landscape",
    "sign.pictureframe.portrait",
    "door.hinged.wood",
    "door.hinged.metal",
    "door.hinged.toptier",
    "door.double.hinged.wood",
    "door.double.hinged.metal",
    "door.double.hinged.toptier",
    "floor.ladder.hatch",
    "window.bars.wood",
    "window.bars.metal",
    "window.bars.toptier",
    "window.wood",
    "window.reinforced",
    "window.glass.reinforced",
    "shutter.wood.a",
    "shutter.wood.b",
    "shutter.metal.embrasure.a",
    "shutter.metal.embrasure.b",
    "wall.external.high.wood",
    "wall.external.high.stone",
    "barricade.wood",
    "barricade.woodwire",
    "barricade.metal",
    "barricade.stone",
    "trap.bear",
    "trap.landmine",
    "spikes.floor",
    "trap.sam_site",
    "guntrap",
    "autoturret_deployed",
    "flameturret.deployed",
    "sam_site_turret_deployed",
    "ladder.wooden.wall",
    "cupboard.tool",
    "wall.frame.garagedoor",
    "wall.frame.shopfront",
    "wall.frame.fence",
    "wall.frame.netting",
    "wall.frame.cell_gate",
    "wall.frame.cell",
    "switch",
    "electric.fusebox.deployed",
    "battery.small",
    "battery.medium",
    "battery.large",
    "generator.wind.scrap",
    "generator.solar",
    "box.wooden.large",
    "woodbox_deployed",
    "small_stash_deployed",
    "fridge.deployed",
    "sign.wooden",
    "sign.hanging",
    "sign.pole.banner.large",
    "sign.pictureframe.landscape",
    "sign.pictureframe.portrait"
  ]
}

CrypticRedHat

Posted

Hello!

when you raid the second offline base, is the counter going up, or does it stay the same EG first base it goes 0->1. Does it go from 1->2?

Pepuni.

Posted

The only time counter I see is above life the simplestatus 1/1

CrypticRedHat

Posted

Is the second offline base you are raiding, owned by the same people as the first, and within 140 meters, and being raided within 90 minutes of the first base by any chance? 

Pepuni.

Posted

Yes, it is being attacked 90 minutes before, is that the problem? Do I have to decrease that time? But if I decrease it, do I have to finish the raid in less than 90 minutes? In other words, would the player only have 90m?

CrypticRedHat

Posted

8 minutes ago, Pepuni. said:

Yes, it is being attacked 90 minutes before, is that the problem? Do I have to decrease that time? But if I decrease it, do I have to finish the raid in less than 90 minutes? In other words, would the player only have 90m?

Yes there is a criteria, 

For example, if the attackers and defenders are the same, and within 140 meters of the original raid, and within the time constraint, its classed as the same raid, this is to avoid counting multiple raids for external TCs and compound bases. 

You can decrease the distance or time, although I would advise against this as it could create false positives. The default config is pretty well optimised.

The time constraint is not from when the raid begun, its from when the last item was destroyed, for example a raid could last 6 hours if someone boomed 1 wall every 60 minutes. However if there is a gap in booming of more than x minutes (default 90) the raid we be considered over. 

CrypticRedHat

Posted

Let me know if this resolved the issue or if you need further help

Pepuni.

Posted

Okay, perfect, sorry for the delay in answering, so if I change that 90 minute time to, for example, 10 minutes, when 10 minutes have passed after the last broken thing, the offline raid block will be applied, right?

CrypticRedHat

Posted

2 hours ago, Pepuni. said:

Okay, perfect, sorry for the delay in answering, so if I change that 90 minute time to, for example, 10 minutes, when 10 minutes have passed after the last broken thing, the offline raid block will be applied, right?

That's correct, or if the defenders/attackers are different, or if it is outside the radius 🙂

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