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Npc Random Raids 1.9.4

$27.00 $22.95
   (7 reviews)

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Razor

Posted

15 hours ago, CleanMarine71 said:

how do you get the item

 

Read page 4 here in this thread its posted.

 

  • Like 1
Malkizid

Posted

Hi @Razor we're considering purchasing this for our PVE server, to compliment Raidable Bases. Do you have any plans or ideas in progress for the "Taunt players with .mp3 voices": [] 

I read through the discussions that this functionality in the config is not currently working?
Many thanks in advance

Stark

Posted

10 minutes ago, Malkizid said:

Hi @Razor we're considering purchasing this for our PVE server, to compliment Raidable Bases. Do you have any plans or ideas in progress for the "Taunt players with .mp3 voices": [] 

I read through the discussions that this functionality in the config is not currently working?
Many thanks in advance

I was looking into this myself. Very curious. 

  • Like 1
Razor

Posted

was just trying to figure out a good way to do this as the boombox was not very loud so would need to spawn it in one location so it can be heard. by the players when i was making it follow the npc so the sound would come from around them you could not hear it in the base very well.

  • Like 1
Malkizid

Posted (edited)

 

On 4/28/2023 at 5:51 AM, Razor said:

was just trying to figure out a good way to do this as the boombox was not very loud so would need to spawn it in one location so it can be heard. by the players when i was making it follow the npc so the sound would come from around them you could not hear it in the base very well.

Hi Thanks a lot for the reply. I understand your limitations utilising the boombox, while very useful it has a very short range.

Would there be some way to utilise an invisible megaphone connected to the boombox that follows the npc around, to amplify the sound?

I'm taking guesses at things you've probably already considered.
I know the boombox is the only item that will support url hooks to play. (nice plugin by the way 😉 )
 

Edited by Malkizid
Stark

Posted

So, I'm using BotReSpawn and noticed ever since, Random Raids do not proc' at all. 

Razor

Posted

BotReSpawn should not be causing any issues.

Stark

Posted

14 minutes ago, Razor said:

BotReSpawn should not be causing any issues.

It's not, I found out what I needed to do, thanks though. 

artitboonrerk

Posted

hi Razor.

any idea the bot not trick random raid by number of TC, and number of killing.

 

seem it only work on after complete Random base.

and it work by /randomraid random command. and use item to call the raid.

Razor

Posted (edited)

post your config also what you mean by number of TC

Edited by Razor
artitboonrerk

Posted

5 hours ago, Razor said:

post your config also what you mean by number of TC

Hi Razor. here is the file. the TC that i mean the random raid tricker by number of member in one base . it look like this below

  "All Random Raid Types": {
    "Random raid types": {
      "easy": {
        "Total auth players on tc needed": 1,

RandomRaids.json

Razor

Posted

this value iis only used by the random setting and not npc kills and raidable base settings.

  • Like 1
ineedalifexd

Posted

Hiya! I saw back in December you were going to implement permissions so only those who wanted to would be randomly raided. Has this been done yet? I couldn't see it in the updates 

  • Like 1
molokatan

Posted

On 5/31/2023 at 9:37 AM, ineedalifexd said:

Hiya! I saw back in December you were going to implement permissions so only those who wanted to would be randomly raided. Has this been done yet? I couldn't see it in the updates 

i added for our server:

private const string adminPerm = "randomraids.admin";
// this line to define permission name
private const string usePerm = "randomraids.use";

 

private void Init()
{
    _ = this;
    permission.RegisterPermission(adminPerm, this);
    // this line to enable permission on plugin init
    permission.RegisterPermission(usePerm, this);

 

private void OnRaidableBaseCompleted(...)
{
    // this 2 lines to block spawn on RB completion for users without permission
    if (!permission.UserHasPermission(owner.UserIDString, usePerm))
        return;

 

private void CallRaidOnNpcKills(BasePlayer p, string Rtype)
{
    if (p != null)
    {
        // this 2 lines to block spawn on NPC kills if player has no permission
        if (!permission.UserHasPermission(p.UserIDString, usePerm))
            return;

 

would be nice if the plugin itself supports that.

 

Note:

This is a quickfix that works for me. It will not block raids for other players that got this permission.

Any TC where players with permissions are authorized is still a potential target.

  • Like 1
ineedalifexd

Posted

On 6/11/2023 at 3:38 AM, molokatan said:

i added for our server:

private const string adminPerm = "randomraids.admin";
// this line to define permission name
private const string usePerm = "randomraids.use";

 

private void Init()
{
    _ = this;
    permission.RegisterPermission(adminPerm, this);
    // this line to enable permission on plugin init
    permission.RegisterPermission(usePerm, this);

 

private void OnRaidableBaseCompleted(...)
{
    // this 2 lines to block spawn on RB completion for users without permission
    if (!permission.UserHasPermission(owner.UserIDString, usePerm))
        return;

 

private void CallRaidOnNpcKills(BasePlayer p, string Rtype)
{
    if (p != null)
    {
        // this 2 lines to block spawn on NPC kills if player has no permission
        if (!permission.UserHasPermission(p.UserIDString, usePerm))
            return;

 

would be nice if the plugin itself supports that.

 

Note:

This is a quickfix that works for me. It will not block raids for other players that got this permission.

Any TC where players with permissions are authorized is still a potential target.

That looks straightforward enough! Thank you will consider it if we decide to purchase 🙂 it would definitely be better if the the plugin supported it though you're right

Stark

Posted

For some reason the random raids are targeting other bases again, and they aren't authed on the tc. 

 

For example, player one is being raided and in the middle of the raid or wave 2 the npcs target a different base for no reason. 

nashslash

Posted (edited)

had a report of npcs being invisible and firing rockets during a raid player was unable to see the bots. i asked if they were behind walls rocks or topography and he said they weren't just couldn't see them..

 

correction the player built a base on an ice lake .. the bots were spawning on the frozen part of the lake but under the regular topology. is there a way to stop that .. i already have

      "iceberg",
      "ice_berg",
      "ice_sheet",
      "icesheet",

Edited by nashslash
The Syndicate

Posted

can i ask what that hit mark is when ur shooting thats awesome feature? 

molokatan

Posted (edited)

Hi.

We found an issue when players place a TC on raidable bases.

The TC is a potential target for a random raid.

 

i added this atm to the method `CanBeRaided` to fix it.

if (Convert.ToBoolean(RaidableBases?.CallHook("EventTerritory", privLoc)))
    return false;

 

would be nice to see this and my other change for the permission in the next update.

 

-edit-

same should be done for `CanBeRaidedFlair`...

Edited by molokatan
laodu

Posted

If Bradleyapc could be added as a surprise attack, it would be perfect!

Mado

Posted

A server admin bought this plugin, but I'm having trouble with NPCs surviving after the TC is destroyed.
Our server has a system where players buy signals to spawn NPCs, but currently we can't accept the hardest level requests unless an admin or moderator is logged in.

Can you provide an option to make NPCs disappear (withdraw from the raid) when the TC is destroyed in order to reduce the load on the server?

molokatan

Posted

TY for the latest updates.

Make my life so much easier. 👍

rev_ozmund

Posted

is there any way to make auto turrets target them?

Razor

Posted

Do you have truePVE blocking turrets from shootin npc?

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