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Message added by realedwin,

 

This plugin is compatible with both Carbon & Oxide (as of v2.0.6011).


If you encounter a bug or problem with this plugin, it is a good idea to report it. When reporting a bug, please be as descriptive as possible so that it can be addressed more quickly and is more likely to be fixed. Please state whether you are using Carbon or Oxide and which version.

 

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realedwin

Posted

On 6/25/2024 at 11:35 PM, EasyServer said:

1. Is the protection TC bound? (also in the team)  2. And does protection restart for a team if the last member of the team goes offline?

 

1. A base requires a TC and at least one authorised player at the TC for ORP. All members of an authorised player's team are members of the base.
2. Protection never restarts, but a player's offline time does.

 

On 6/26/2024 at 12:04 PM, EasyServer said:

3. And what command do you have to enter as an admin if a change has been made to the plugin so that it has to be reloaded and every player should get new protection? (I'm sorry I can only speak German)

3. You can reload the plugin with o.reload OfflineRaidProtection or c.reload OfflineRaidProtection.
You can use the orp.fill.onlinetimes command to reset the players' offline time, or delete the data/OfflineRaidProtection/LastOnlineData.json file and reload the plugin.

  • Love 1
EasyServer

Posted

Thank you for your understanding ! And answering my questions! You have created a very good plugin!

  • Love 1
realedwin

Posted

On 6/27/2024 at 5:53 PM, Stark said:

I'm having this exact same issue. I've configued everything and yet nothing has changed. No Game Tips show. The Time Zone didn't even change. 

I can't even check protection status it gives me Synatx Error with the command 

OfflineRaidProtection.json 15.41 kB · 3 downloads

All I can say is that everything works for me with your configuration. Have you configured the permissions?

realedwin

Posted

On 7/3/2024 at 10:51 PM, Flint Monkey said:

I am looking to use this plugin with a PvE plugin (in my case, Simple PvE), such that:

  1. PvP is enabled the last 12 hours of a wipe cycle
  2. Offline raid protection is enabled for players who are not online during that last 12 hour period.
  3. If a player logs offline, their base can only be damaged for 15 minutes after they log off.

From what I can tell, this plugin will work to cover that time period if I:

  1. Set no values for
    "Scale of damage depending on the offline time in hours": {}
  2. And 
    "Cooldown in minutes": 15,

Do I have this right?

 

Have you configured "Scale of damage depending on the current hour of the real day"? I need more information about how you use the plugin.
Setting no values for "Scale of damage depending on offline time in hours" does not currently work, i.e. no protection at all, because "Scale of damage between the cooldown and the first configured time".

My recommendation would be to use the "Scale of damage depending on the current hour of the real day" option and set the 12 hour range there.

Hoss the Farmer

Posted

can you change it to cost scrap per foundation?

hid333

Posted

No matter what I change the timezone to,

/raidprot sometimes shows up in UTC.

Is there anything else I should set?

hid333

Posted

1 hour ago, hid333 said:

No matter what I change the timezone to,

/raidprot sometimes shows up in UTC.

Is there anything else I should set?

Solved. I had overlooked the fact that Windows has another time zone setting.

jayinwww

Posted

1 hour ago, hid333 said:

Solved. I had overlooked the fact that Windows has another time zone setting.

Once again windows being selfish. Only cares about its own time zone and no one else's.

chroma

Posted

Would anyone be able to add me or my friend on discord and go through how to set this up having a little bit of trouble  .chroma and starplat7112 would be really appreciated. 

MAJYDO

Posted (edited)

I know it's a long shot but could there be an addition that if a player is being raided and then proceed to get offline, the plugin creates a window where players can continue raiding opposed to when the "cooldown" engages?
Edit:  I want to keep the original cooldown period; but would like an add on measure as previously described 

Edited by MAJYDO
realedwin

Posted

On 11/4/2024 at 3:56 AM, MAJYDO said:

I know it's a long shot but could there be an addition that if a player is being raided and then proceed to get offline, the plugin creates a window where players can continue raiding opposed to when the "cooldown" engages?
Edit:  I want to keep the original cooldown period; but would like an add on measure as previously described 

Currently, the plugin offers a configurable cooldown period after a player logs off, during which their base remains vulnerable to raids. 

Your suggestion involves implementing a feature where, if a player logs off during an active raid, the plugin would extend the vulnerability window, allowing raiders to continue their efforts.

 

Can you please explain how it should work?

Bear Grills

Posted

On 11/5/2024 at 9:24 AM, realedwin said:

Currently, the plugin offers a configurable cooldown period after a player logs off, during which their base remains vulnerable to raids. 

Your suggestion involves implementing a feature where, if a player logs off during an active raid, the plugin would extend the vulnerability window, allowing raiders to continue their efforts.

 

Can you please explain how it should work?

The free plugin on umod 'anti offline raid' has this feature. In the config its

"MinutesSinceLastAttackToProtect": -1

For example, if you set that to 10, the base won't have protection until it has been 10 minutes since it last recieved damage.

  • Like 1
MAJYDO

Posted

On 11/5/2024 at 4:24 AM, realedwin said:

Currently, the plugin offers a configurable cooldown period after a player logs off, during which their base remains vulnerable to raids. 

Your suggestion involves implementing a feature where, if a player logs off during an active raid, the plugin would extend the vulnerability window, allowing raiders to continue their efforts.

 

Can you please explain how it should work?

 

On 11/6/2024 at 4:46 AM, Bear Grills said:

The free plugin on umod 'anti offline raid' has this feature. In the config its

"MinutesSinceLastAttackToProtect": -1

For example, if you set that to 10, the base won't have protection until it has been 10 minutes since it last recieved damage.

Exactly this, if a player that isn't getting raided, a normal 20 minute window would be applied before the protection engages.
Now, if the player is being raided, I want it to have a two-hour window before it kicks on, so players could potentially finish their raid. I've had a few players go offline once they realized they lost the online raid and abused the protection.

  • Like 2
MAJYDO

Posted

Also noticed it has an issue with RaidableBases and will severely lag the server

realedwin

Posted

21 hours ago, MAJYDO said:

Also noticed it has an issue with RaidableBases and will severely lag the server

Please send me your configuration file.

QueenLuckyshot

Posted

I have a error 
Failed to call hook 'OnEntityTakeDamage' on plugin 'OfflineRaidProtection v1.1.15' (ArgumentNullException: Value cannot be null.
Parameter name: other)
at System.Collections.Generic.HashSet`1[T].UnionWith (System.Collections.Generic.IEnumerable`1[T] other) [0x00003] in <a314714511a14f84b853c03efd8682b8>:0
at Oxide.Plugins.OfflineRaidProtection.GetRecentActiveMemberAll (System.UInt64& targetID, System.Collections.Generic.HashSet`1[System.UInt64]& players) [0x00076] in <15354373fcdd4fe4be7b80d688483b9b>:0
at Oxide.Plugins.OfflineRaidProtection.OnStructureAttack (BaseCombatEntity& entity, HitInfo& hitInfo) [0x000b9] in <15354373fcdd4fe4be7b80d688483b9b>:0
at Oxide.Plugins.OfflineRaidProtection.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo hitInfo) [0x0003a] in <15354373fcdd4fe4be7b80d688483b9b>:0
at Oxide.Plugins.OfflineRaidProtection.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01264] in <15354373fcdd4fe4be7b80d688483b9b>: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

realedwin

Posted

On 11/15/2024 at 11:57 PM, QueenLuckyshot said:

I have a error 
Failed to call hook 'OnEntityTakeDamage' on plugin 'OfflineRaidProtection v1.1.15' (ArgumentNullException: Value cannot be null.
Parameter name: other)
at System.Collections.Generic.HashSet`1[T].UnionWith (System.Collections.Generic.IEnumerable`1[T] other) [0x00003] in <a314714511a14f84b853c03efd8682b8>:0
at Oxide.Plugins.OfflineRaidProtection.GetRecentActiveMemberAll (System.UInt64& targetID, System.Collections.Generic.HashSet`1[System.UInt64]& players) [0x00076] in <15354373fcdd4fe4be7b80d688483b9b>:0
at Oxide.Plugins.OfflineRaidProtection.OnStructureAttack (BaseCombatEntity& entity, HitInfo& hitInfo) [0x000b9] in <15354373fcdd4fe4be7b80d688483b9b>:0
at Oxide.Plugins.OfflineRaidProtection.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo hitInfo) [0x0003a] in <15354373fcdd4fe4be7b80d688483b9b>:0
at Oxide.Plugins.OfflineRaidProtection.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01264] in <15354373fcdd4fe4be7b80d688483b9b>: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

Do you have the Clans plugin? Does this error occur regularly?

QueenLuckyshot

Posted

We have the free version of clans plugin on umod. We have clans from umod 2 years now and offlineraidprotection also a long time. This is the first time that we have this error. It fixed itself. Now is working fine, but i want to know where this issue come from, so we can solve it immediately if it happens again. I hope you can help me. 

realedwin

Posted

2 hours ago, QueenLuckyshot said:

We have the free version of clans plugin on umod. We have clans from umod 2 years now and offlineraidprotection also a long time. This is the first time that we have this error. It fixed itself. Now is working fine, but i want to know where this issue come from, so we can solve it immediately if it happens again. I hope you can help me. 

This happened because a clan had 0 members. Don't worry, it's a simple fix from my end.

HunterZ

Posted (edited)

FYI, I am running the free Lian Yu 3500 map from here this week on my server, and Tesla Coil(s) near grid R14 (presumably included with the map) seem to be causing ORP to spend a lot of time on OnEntityDamage hook processing. The hook seems to be firing about 5 times per second.

Edit: For now I added short-circuit logic to OfflineRaidProtection and TruePVE to immediately exit if an entity tries to damage itself, and that seems to have helped a lot.

Edited by HunterZ
  • Like 1
NavyChief

Posted

Quick N00b question...

How does this mod determine if the person is offline or online? I ask because one of my players asked the following and for whatever reason I did not find it in the description / config:

"Protection works whether or not there is a sleeper? One way to keep peeps from finding your base when you're off line is to kill yourself. Then they can't detect the sleeper with 'view players'. Just wondering if not having a sleeper near the TC affects this mod at all"

I "think" he was basically asking if a person commits suicide after playing for a period if that base is now vulnerable to attack or protected??

 

NavyChief

Posted

Does anyone know the affects between this mod and the Raidable Base mod?  I mean does anyone know if the raidable bases are protected??  I gotta find a way to stop that if they are.

NavyChief

Posted

I think that to create a permission called 'exempt' to add to the raidable base permissions groups might be doable... not sure it is but I wonder if that will work.

NavyChief

Posted

SUGGESTION:  I know this has probably been requested before but I think that offline raiding should work where if the person logs off within XX minutes of the raid starting then the base should either not get protection or get less protection because people will log off as soon as the raid starts... I know there is a timer for this like 10 min but I think a better way is that if a person logs off before the raid starts maybe that 10 minute timeout is valid BUT if they log off AFTER the raid starts (first strike to building) then there should be another timer for that like 30 min or so.

NavyChief

Posted

On 1/12/2025 at 11:45 AM, NavyChief said:

Does anyone know the affects between this mod and the Raidable Base mod?  I mean does anyone know if the raidable bases are protected??  I gotta find a way to stop that if they are.

I just tested a raidable base and it was NOT protected by offline raid protection!!!!!

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