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NoxiousPluK

Posted (edited)

Is there a way to debug why a base would not convert?

For example the base below has been inactive for over two weeks; however there is someone online and living in the wooden 2x2 right next to it.
No admins or active players are authorized on the TCs

If I use /sab, it does not get converted (in fact, 0 bases got converted while there should be multiple).
If I authorize on main TC and use /sar (and confirmation code); I get zero response back and it does not convert (but I'm in exclude group)

image.png.15e5bf44dba9e123bca1afaa4ee78aa1.png

Same config as posted above, except that I now have Dynamic Sphere Radius enabled.
All players are a member of abandonedbases.basic

Edited by NoxiousPluK
nivex

Posted

@NoxiousPluK

you can try the ab.debug command then sar

if no bases convert then it's a permission or config issue or whatever bug is happening with sar can happen with automated too

  • Like 1
NoxiousPluK

Posted

1 hour ago, nivex said:

@NoxiousPluK

you can try the ab.debug command then sar

if no bases convert then it's a permission or config issue or whatever bug is happening with sar can happen with automated too

Thanks, I tried that and at least got some feedback - but it is not entirely clear to me what this refers to:

image.png.30cd9da4bcfed187e74c41cf74797258.png

NoxiousPluK

Posted

At least I figured why the automatic conversion didn't work. After my uncertainty last week I had the plugin unloaded for a day, and that purged its active player database (I thought it could interface with Rust for that; but this makes more sense. I notice more plugins have a database like that - it would be neat to have a centralized API plugin for that stuff, that does nothing else on its own).

nivex

Posted

@NoxiousPluK

ty. ill take a look when I get home

I try not to use third party plugins as they're prone to issues too

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NoxiousPluK

Posted (edited)

7 minutes ago, nivex said:

@NoxiousPluK

ty. ill take a look when I get home

I try not to use third party plugins as they're prone to issues too

Thank you! And yea I get that too 😄 Wish there was a native API call for it

Edited by NoxiousPluK
  • Like 1
nivex

Posted (edited)

@NoxiousPluK

see below

Edited by nivex
nivex

Posted (edited)

yes, the smaller base next to the larger base is preventing the conversion as you suspected because the smaller base is active. I will have to fix it, but that requires properly identifying external TC versus a whole base.

edit: removed some information since I cannot think clearly enough 

the joy. lots to think about and fix 😛

 

Edited by nivex
  • Like 1
NoxiousPluK

Posted

Thanks! I was not entirely clear about this, but the 2x2 is build by another player and there's no shared authorization between the 2x2 and the big base (in fact it was someone building the 2x2 in anticipation on the big one becoming raidable, since the owners were banned about a week ago lol). Good luck with the thinking. I will ask them tomorrow to move their 2x2 away and try /sar again 🙂

  • Like 1
nivex

Posted

@NoxiousPluK

np, I think I fixed it so waiting on testing results to confirm that everything is working 😄

  • Love 1
Notz

Posted

Hi @nivex. I want to buy Abandoned Bases but idk if this plugin works with SimplePVE.

Can u let me know?

Thanks!

nivex

Posted

@Notz

hi, it will work with any PVE plugin that properly implements the required hooks which I think that plugin has.

  • Love 1
NoxiousPluK

Posted

On 8/25/2024 at 6:30 AM, nivex said:

@NoxiousPluK

np, I think I fixed it so waiting on testing results to confirm that everything is working 😄

Helloes, did you ever get progress with this? 😊

nivex

Posted (edited)

@NoxiousPluK

heya, it will be released this coming Rust update to address pooling changes by Facepunch too. I can send it to you sooner if you don't want to wait, but it will break on Rust update due to those pooling changes by Facepunch

Edited by nivex
  • Like 1
NoxiousPluK

Posted

10 hours ago, nivex said:

@NoxiousPluK

heya, it will be released this coming Rust update to address pooling changes by Facepunch too. I can send it to you sooner if you don't want to wait, but it will break on Rust update due to those pooling changes by Facepunch

No worries, I will happily wait! Thanks a lot!

  • Like 1
nivex

Posted

2.1.6 has been released. It requires the Rust update to compile. Enjoy ❤️

 

  • Love 2
Roofer

Posted

Hi nivex,
I have the same problem with the latest version. /sar does not work when another base is too close.
Was there a parameter modified?

nivex

Posted (edited)

@Roofer

hi, can you be more specific?

when another player base is too close, or another abandoned base event?

what do you mean by /sar doesn't work? does it do nothing, or does it give you a message? if you do not get any message then type /ab.debug and type /sar again. the /ab.debug command requires abandonedbases.admin permission

Edited by nivex
Roofer

Posted

22 hours ago, nivex said:

@Couvreur

Salut, peux-tu être plus précis ?

lorsqu'une autre base de joueurs est trop proche ou qu'un autre événement de base abandonnée ?

que voulez-vous dire par /sar ne fonctionne pas ? Est-ce que cela ne fait rien ou est-ce que cela vous donne un message ? si vous n'obtenez aucun message, tapez /ab.debug et tapez à nouveau /sar. la commande /ab.debug nécessite l'autorisation d'abandonedbases.admin

 

Capture d'écran 2024-09-16 215542.png

nivex

Posted

@Roofer

heya, 400 radius is way too large. the plugin will not function properly with such a large radius. the maximum radius should be around 75

 

Roofer

Posted

75 okay I take note. But last year I had no problem enlarging the radius even putting several bubbles. I use it for a pvp event

nivex

Posted

@Roofer

I added multi-TC support, so 400 radius will not work unless it is away from all TC owned by others.

you can still set Sphere Amount higher to darken the bubble, but I would not set it too high because it would impact performance.

NoxiousPluK

Posted

I have a possibly silly (since this might be TruePVE configuration) question - I noticed incen ammo impact does damage, but the burning does not.

nivex

Posted (edited)

@NoxiousPluK

hi, this is blocked by TruePVE. when players use incendiary ammo and it spreads the fire the game isn't assigning the player as the initiator. so neither plugin can determine who caused the damage and it gets blocked (because I am explicitly blocking it in TruePVE). otherwise any player on the server could use incendiary ammo to kill another player. 

I have reported this to Facepunch but they haven't gotten around to addressing it yet

I do have a harmony patch if you would like to use it, but you should be aware that harmony patches might prevent your server from booting if the patch breaks after a Rust update.

Edited by nivex
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