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nivex

Posted (edited)

@Amadeus.pve

heya, that behavior is done using permissions. you can read more on those in the documentation

abandonedbases.notices - users with this command can see event-opened notices from the plugin
abandonedbases.attack - lets players hunt bases and convert them by attacking if they're abandoned
abandonedbases.attack.time - shows players how much time is left before a base becomes abandoned when they attack it
abandonedbases.attack.lastseen - required to see the last time the player was online when attacking a base

Edited by nivex
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Amadeus.pve

Posted

19 minutes ago, nivex said:

@Amadeus.pve

Эй, это поведение реализовано с помощью разрешений. Подробнее об этом можно прочитать в документации.

abandonbases.notices — пользователи с этой командой могут видеть уведомления о событиях из плагина
abandonbases.attack — позволяет игрокам охотиться за базами и обращать их в атаку, если они покинуты
abandonbases.attack.time — показывает игрокам, сколько времени осталось до того, как база станет покинутой, если они нападают на нее
abandonbases.attack.lastseen — требуется для просмотра последнего времени, когда игрок был в сети при атаке на базу

Aww, that was so simple—thanks a lot! I totally spaced out haha

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nivex

Posted

no problem, enjoy!

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miniMe_rust

Posted (edited)

nvm

Edited by miniMe_rust
Soller

Posted

On my server, the minimum number of foundations is set to 1 in the settings, so that even the smallest houses can be cleaned. I also have the option enabled for the base made raidable by the player to be PVP. I have repeatedly noticed that some players use this to kill another player. They put the capboard tool on the foundation when the player is nearby, and activate the raid. And I thought it would be nice if there were different minimum requirements for the number of foundations and walls for different types of events. Can this be implemented in one of the following updates?

nivex

Posted

@Soller

hi, yes I can implement this

  • Like 1
MegaMatteo

Posted

Just installed and received the following error when first installing the plugin:
Error while compiling AbandonedBases: Operator '==' cannot be applied to operands of type 'PlayerNameID' and 'EncryptedValue<ulong>' | Line: 4327, Pos: 62

This is on the English version, only unzipped and made no other changes. I'm not too C# savvy, tried parsing both values to an Int but did not resolve the issue.

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MichuX

Posted (edited)

8 minutes ago, MegaMatteo said:

Just installed and received the following error when first installing the plugin:
Error while compiling AbandonedBases: Operator '==' cannot be applied to operands of type 'PlayerNameID' and 'EncryptedValue<ulong>' | Line: 4327, Pos: 62

This is on the English version, only unzipped and made no other changes. I'm not too C# savvy, tried parsing both values to an Int but did not resolve the issue.

Did you use on Rust staging server?

Bcs its only after update force wipe....

Edited by MichuX
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MegaMatteo

Posted

I did not, that makes more sense. Thank you!

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nivex

Posted

yes it requires the Rust update, see the update notes

SuperKitten

Posted

I'm having the hardest time getting my Discord to post the raid information.  Webhook created and URL posted into config.  Is there something else I need to do?

nivex

Posted

@SuperKitten

hi, it's probably just Discord being stubborn

you can wait it out, but if it doesn't work then I would use a different webhook.

StrongWolves

Posted

@nivex

Hi, I have a problem with the plugin — when a player is raiding or finishes a raid, they can’t loot. Is the plugin conflicting with RealPVE?

nivex

Posted

@StrongWolveshi what is the message? i dont support that plugin. he would need to add support if theres an issue

StrongWolves

Posted

@nivex AbandonedBases is your plugin, right? And I have a problem — if a base is abandoned and a player raids it, they can’t take the loot from the crates. A grey loot bag appears and it can’t be looted.

nivex

Posted (edited)

@StrongWolves

hi. that is not what i said. i asked for the message and said i dont support realpve. 

it can work with any plugin if they implement the support, by using the standard pve hooks

Edited by nivex
N7ws2aseRtohbXXKkG

Posted (edited)

Nevermind I found another way thanks!

Edited by N7ws2aseRtohbXXKkG
miniMe_rust

Posted (edited)

Hi @nivex thanks for adding the hooks. I'm currently looking into including those into my logging and got a quick question.

  • "OnBaseSkipped" <- does this one only fire when a base is skipped and just despawned without conversion, or does it also fire when you manually run `/sab` (or when the periodic background scan runs) when the base is not yet eligible to become abandoned?

  • If that hook would fire for "not yet eligible" bases, according to your description only the "OnAbandonedBaseDespawn(List<BaseEntity> entities)" would be usable to signal such a base being removed. But it wouldn't provide the base owner or location. Maybe I'm overthinking this 🙂 

EDIT: It seems only for skipped Bases / Tugboats / Shelters the owner is passed in the signature. As I understand in that stage where e.g. OnAbandonedBaseStarted (or a subsequent hook) fires the ownerId would already have been removed from the entities so that the available info would be "a base became abandoned" but the original owner would be lost. Do I oversee something?

Thanks again for your great work!

Edited by miniMe_rust
nivex

Posted

@miniMe_rust

hi, it's only called when the base is skipped by an automated event. owners are included in the OnAbandonedBaseSkipped hook. owners are provided for all other hooks too. yes, the owner can be removed from the entity. this is unavoidable when the config option is enabled to remove the owner.

miniMe_rust

Posted

50 minutes ago, nivex said:

@miniMe_rust

hi, it's only called when the base is skipped by an automated event. owners are included in the OnAbandonedBaseSkipped hook. owners are provided for all other hooks too. yes, the owner can be removed from the entity. this is unavoidable when the config option is enabled to remove the owner.

Thanks nivex, I will check my config and make sure the owner is not removed ("Remove Ownership From Bases" and "Remove Ownership From Containers" are both true by default). If I understand you right, I could get the ownerId for instance by checking the first element in privs (will likely contain only 1 in most cases) and reading the ownerId from there.

I'm asking because in line 846 there is a call to "TrySetOwner" if the boolean "anon" is false. This seems to depend on "saranon" and might be another pitfall to reliably get the ownerId.

Thanks again for your swift reply. I know how to go from here. 👍

OnAbandonedBaseStarted(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent)

 

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