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Dead Nasty

Posted (edited)

Have only ever had this happen 1 time but a bubble got left over somehow from an abandoned tug raidable base.  Unloaded the plugin and the dome is still there. Just waiting for server restart and im sure that will fix it. 

Just a heads up 🙂

dome.png

Edited by Dead Nasty
  • Like 1
Dead Nasty

Posted (edited)

On 9/20/2024 at 5:18 AM, Dead Nasty said:

Have only ever had this happen 1 time but a bubble got left over somehow from an abandoned tug raidable base.  Unloaded the plugin and the dome is still there. Just waiting for server restart and im sure that will fix it. 

Just a heads up 🙂

 

Adding to this, I think tugs are bugged. The dome will disappear completely or stay. after the raid finishes the tug doesnt destroy like usual and it spams chat with what is pictured below.

dome.png

Edited by Dead Nasty
copcopekcro

Posted

Hey ...
Does it depends on true pve ,or i can use it also without true pve ?

nivex

Posted

@copcopekcro

hi, this plugin requires TruePVE or another PVE plugin that uses the same hooks that TruePVE uses

@Dead Nasty

ok, I can look into it. please look for any errors, or just send me your server log for the day this occured (in direct message only)

copcopekcro

Posted (edited)

3 hours ago, nivex said:

@copcopekcro

hi, this plugin requires TruePVE or another PVE plugin that uses the same hooks that TruePVE uses

 

Probably Imperium plugin from umod will handle that part ?

Edited by copcopekcro
nivex

Posted

@copcopekcro

maybe, but turrets and traps likely wont work in that plugin due to missing hook calls in that plugin

NoxiousPluK

Posted

Hmm I'm seeing

 

[Oxide] 21:58 [Error] Failed to call hook 'OnLootEntity' on plugin 'AbandonedBases v2.1.7' (JsonReaderException: Additional text encountered after finished reading JSON content: ,. Path '', line 79, position 58.)
  at Newtonsoft.Json.JsonTextReader.Read () [0x000c8] in <271c58b7a8684db5a2c92be17a81f252>:0
  at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000d9] in <271c58b7a8684db5a2c92be17a81f252>:0
  at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00053] in <271c58b7a8684db5a2c92be17a81f252>:0
  at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0
  at Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) [0x0002d] in <271c58b7a8684db5a2c92be17a81f252>:0
  at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value, Newtonsoft.Json.JsonSerializerSettings settings) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0
  at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0
  at Oxide.Core.Libraries.Lang.GetMessageFile (System.String plugin, System.String lang) [0x00067] in <beb2b64691c64e2b95b99491bd85442c>:0
  at Oxide.Core.Libraries.Lang.GetMessageKey (System.String key, Oxide.Core.Plugins.Plugin plugin, System.String lang) [0x00036] in <beb2b64691c64e2b95b99491bd85442c>:0
  at Oxide.Core.Libraries.Lang.GetMessage (System.String key, Oxide.Core.Plugins.Plugin plugin, System.String userId) [0x00017] in <beb2b64691c64e2b95b99491bd85442c>:0
  at Oxide.Plugins.AbandonedBases.GetMessage (System.String key, System.String userid, System.Object[] args) [0x00000] in <042ae057dd974a3f97f86eb6321baebf>:0
  at Oxide.Plugins.AbandonedBases.ShowAbandonedLimitUi (BasePlayer player, BuildingPrivlidge priv) [0x00320] in <042ae057dd974a3f97f86eb6321baebf>:0
  at Oxide.Plugins.AbandonedBases.OnLootEntity (BasePlayer player, BuildingPrivlidge priv) [0x00000] in <042ae057dd974a3f97f86eb6321baebf>:0
  at Oxide.Plugins.AbandonedBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005b6] in <042ae057dd974a3f97f86eb6321baebf>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

nivex

Posted

@NoxiousPluK

hi, looks like an issue with your language file.

 

  • Like 1
RoxyGal

Posted

I've noticed an interesting thing happens when the Abandoned Bases clears out a cave base, it also clears out the basket lift as well. Any reasoning as to why that would happen?

nivex

Posted

@RoxyGalheya, it just needs to be excluded under Ignored Prefabs in the config. perhaps it has a name that I'm not aware of though.

image.png.0a68ba636c77ef3b4d0f439b0013b7f1.png

 

Dead Nasty

Posted (edited)

gettins some bases that when the timer runs out, after being shot nothing happens, not timer comes up in chat and the buildings wont activate as abandoned, even doing /sar on them will have you do the /sar #### and still nothing happens and it wont convert. 

Actually it is seeming no abandoned bases are converting now. they will be shot and nothing happens. 

Edited by Dead Nasty
  • Like 1
nivex

Posted

@Dead Nasty

hi, use ab.debug and shoot it.

it is probably an issue with another TC too close, which should be fixed next update.

that would not affect every base.

  • Like 1
Dead Nasty

Posted (edited)

On 10/17/2024 at 11:00 AM, nivex said:

@Dead Nasty

hi, use ab.debug and shoot it.

it is probably an issue with another TC too close, which should be fixed next update.

that would not affect every base.

that command just shows a lot of little purple x's all over the base. 

some dont have tc's near them they countdown will hit 0 then nothing happens when shot not even chat messages. its odd. 

even the /sar command doesn't work.

Edited by Dead Nasty
nivex

Posted (edited)

@Dead Nasty

hi, if you didn't get any messages then ab.debug wasn't toggled on.

it requires you to be an admin, and to have abandonedbases.admin permission

there's so many reasons why bases won't be converted. namely permissions are not granted from config, or incorrect configuration values regarding anything with radius in the name. if an admin has abandonedbases.immune and you use another plugin that auto-auths on player bases then they would never be converted if you remained authed on their TC, or even built something at their base. it could be a bug too - but no bug that I'm aware of would prevent EVERY base from converting.

I'd DM, but you aren't accepting messages.

Edited by nivex
Ned Flanders

Posted

I noticed that Raidable bases has just recently become Carbon Compatible, Do you have plans to make this Carbon Compatible also?

nivex

Posted

@Ned Flanders

hi, it is compatible. carbon has backwards support for oxide.

  • Like 1
NoxiousPluK

Posted

On 10/3/2024 at 10:41 PM, nivex said:

@NoxiousPluK

hi, looks like an issue with your language file.

 

I have freshly replaced the language files with those from the current download, but I still see it happen sadly.
Is there anything I can test for?

nivex

Posted

@NoxiousPluK

hi, your error is from the French language file (oxide/lang/fr/AbandonedBases.json)

Quote

"Reset": "Réinitialiser du temps de recharge pour {0}" },

should be

Quote

"Reset": "Réinitialiser du temps de recharge pour {0}",

I will ask the translator to fix it in the next revision. thanks

NoxiousPluK

Posted

21 hours ago, nivex said:

@NoxiousPluK

hi, your error is from the French language file (oxide/lang/fr/AbandonedBases.json)

should be

I will ask the translator to fix it in the next revision. thanks

Thank you!

One of my players found another funny issue. They took a vehicle from an abandoned base and locked it in their own. When later the base despawned, so did the vehicle lol.

nivex

Posted

@NoxiousPluK

no problem

lol yeah everything should despawn including the mounts. I will have to add an option to not despawn it, like I did with RB.

  • Like 1
Fanatik

Posted

hello, when I launch a purge on my server, the plugin does not put all the bases in abandoned bases, it only puts half of them and skips the rest.. when I activate the debug command I receive this error message in my console : "Skipping building due to TC conflict" Why ?

Fanatik

Posted (edited)

"Abandoned base scan finished: 9 converted, 0 deleted, and 23 skipped"

 

Why 23 skipped ??

Edited by Fanatik
nivex

Posted

@Fanatik

hi, 'it is a bug and will be fixed with tomorrow's Rust update.

  • Love 1
nivex

Posted

2.1.8 released to fix several issues. enjoy ❤️

 

  • Love 1
vanzylquintin42

Posted

hey quick question

im running the plugin on a PvE server but player cant damage boxes and tc is there a setting I need to change for that or a rule I need to add in the truepve plugin

 

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