Jump to content

Raid Protection 3.4.10

$29.99
   (14 reviews)
Message added by Mr01sam,

Hello! Thank you for visiting my plugin page!

If you are experiencing any issues with this plugin, please open a support ticket! I do not regularly check the discussion page, and support tickets help me keep track of issues so that I can resolve them in future updates.

For suggestions and feature requests I also recommend opening a support ticket as that will give me the most visibility to the request and other people can comment on it as well. Once I am able to, I will respond to the request and let you know if I can add that feature for you.

For all other inquiries and questions, feel free to hit me up at my plugin development discord. If I'm unable to answer your question, then there are some very helpful server owners on there who may be able to offer support.

Thank you for your time!

Message added by Mr01sam,

Simple Status (the performance friendly sequel to Custom Status Framework) is now available and works with Raid Protection v3.4.2!

8 Screenshots

  • 64.6k
  • 2.7k
  • 363.86 kB

Recommended Comments



On 9/25/2023 at 4:42 AM, Mr01sam said:

I used to have a pricing sheet for all the building blocks, but it was at the cost of some performance. I could include different pricing for triangle floors, but I would probably just hard code it to be 50% cost, would that work for you?

foundations only

Link to comment
Share on other sites
8 hours ago, Rust.Matrixx said:

foundations only

if I were to do this, do you think there would be an issue if the costs affected triangle floors too?

Link to comment
Share on other sites
On 9/26/2023 at 8:14 PM, Rust.Matrixx said:

test

That was fast, awesome man... nice to know a dev jumps on these quickly. I appreciate it!

Something isn't right still though. Here are my settings and test results.

      {
        "Rank": 1,
        "Online protection percentage (0-100)": 90.0,
        "Offline protection percentage (0-100)": 90.0,
        "Hourly cost per authorized player": 10.0,
        "Hourly cost per floor": 10.0,
        "Hourly base cost": 50.0,
        "Cost per damage protected": 0.0,
        "Max protection time (hours)": null,
        "Delay for offline protection (seconds)": 5,
        "Delay after taking damage (seconds)": 10,
        "Damage resets timer when owner is offline": true,
        "Allow tugboat protection": true
      }

Cost 70 Scrap 1 Hour - 1xbase, 1x player, 1x square ( 50 + 10 + 10)
Cost 80 Scrap 1 Hour - 1x base, 1x player, 1x square floor, 1x triangle floor (50 + 10 + 10 + 10??)

Test results for square, just fine. Adding triangle piece though ... not so fine if you were intending on it being 50% flat cost of the square. If this is the case then shouldn't the last value be 25, and the total cost for the hour should have been 95, not 80?

Link to comment
Share on other sites
12 hours ago, HighOnTek said:

That was fast, awesome man... nice to know a dev jumps on these quickly. I appreciate it!

Something isn't right still though. Here are my settings and test results.

      {
        "Rank": 1,
        "Online protection percentage (0-100)": 90.0,
        "Offline protection percentage (0-100)": 90.0,
        "Hourly cost per authorized player": 10.0,
        "Hourly cost per floor": 10.0,
        "Hourly base cost": 50.0,
        "Cost per damage protected": 0.0,
        "Max protection time (hours)": null,
        "Delay for offline protection (seconds)": 5,
        "Delay after taking damage (seconds)": 10,
        "Damage resets timer when owner is offline": true,
        "Allow tugboat protection": true
      }

Cost 70 Scrap 1 Hour - 1xbase, 1x player, 1x square ( 50 + 10 + 10)
Cost 80 Scrap 1 Hour - 1x base, 1x player, 1x square floor, 1x triangle floor (50 + 10 + 10 + 10??)

Test results for square, just fine. Adding triangle piece though ... not so fine if you were intending on it being 50% flat cost of the square. If this is the case then shouldn't the last value be 25, and the total cost for the hour should have been 95, not 80?

Hey, my apologies, I did not add the feature of triangle costs yet. The update last night was to fix some console spam that was reported.

I'm thinking through the triangle cost thing now, if you would like I could send you a version to test out when I have it ready. Is that something you would be interested in?

  • Like 1
Link to comment
Share on other sites
6 minutes ago, Mr01sam said:

Hey, my apologies, I did not add the feature of triangle costs yet. The update last night was to fix some console spam that was reported.

I'm thinking through the triangle cost thing now, if you would like I could send you a version to test out when I have it ready. Is that something you would be interested in?

Sure, I can test it for you... I have a test server for trying things before I apply to prod so not an issue. 🙂

But now I'm a little confused. Last time I tested square and triangle floor pieces they were both same cost. Now triangle significantly lower. lol ... I will do some more testing today. Maybe base pieces are different cost than roof/floor pieces. I was only testing with the big base floor pieces.

Edited by HighOnTek
  • Like 1
Link to comment
Share on other sites

quick question, am I right in saying that if I leave Cost Per Damage Protected at zero in the config, no amount of rockets etc will damage the building?

Link to comment
Share on other sites
4 hours ago, OldRusty said:

quick question, am I right in saying that if I leave Cost Per Damage Protected at zero in the config, no amount of rockets etc will damage the building?

Cost per damage protected is a setting you can use that will charge protection balance for every point of damage protected. So if you have cost per damage protected set to 1, and your building has 100% protection, and a rocket does 100 damage to your building, then it will subtract 100 from the protection balance in order to protect the building. If the protection balance is depleted from this it will then be unprotected. 

So yes, if you have cost per damage protected set to 0 then raiders will not be able to deplete a protection balance from attacking it. Assuming that the protection for the building is set to 100% and the player has some protection balance, it should be protected as long as they have balance.

Link to comment
Share on other sites
1 hour ago, Mr01sam said:

Cost per damage protected is a setting you can use that will charge protection balance for every point of damage protected. So if you have cost per damage protected set to 1, and your building has 100% protection, and a rocket does 100 damage to your building, then it will subtract 100 from the protection balance in order to protect the building. If the protection balance is depleted from this it will then be unprotected. 

So yes, if you have cost per damage protected set to 0 then raiders will not be able to deplete a protection balance from attacking it. Assuming that the protection for the building is set to 100% and the player has some protection balance, it should be protected as long as they have balance.

Thanks for that, I understand now, one other question, is it possible to set cost per damage when a player is online and set it to zero when they are offline? so players would have a slender chance of raiding online players?

Link to comment
Share on other sites

how come 
Calling 'OnEntityTakeDamage' on 'RaidProtection v3.3.2' took average 1871ms
Calling 'OnEntityTakeDamage' on 'RaidProtection v3.3.2' took average 1871ms

Isnt 18 seconds a long time to call?

Link to comment
Share on other sites
11 hours ago, Chill Roleplay said:

how come 
Calling 'OnEntityTakeDamage' on 'RaidProtection v3.3.2' took average 1871ms
Calling 'OnEntityTakeDamage' on 'RaidProtection v3.3.2' took average 1871ms

Isnt 18 seconds a long time to call?

1800ms is 1.8 seconds... so not perfect but certainly not as bad as 18! 🙂

Link to comment
Share on other sites
11 hours ago, OldRusty said:

Thanks for that, I understand now, one other question, is it possible to set cost per damage when a player is online and set it to zero when they are offline? so players would have a slender chance of raiding online players?

Unfortunately you can't do it at a different price for online vs offline currently.

Link to comment
Share on other sites

is there a way to have the protection automatically pause while online? Seems tedious to have to manually pause something that's not active. I have only offline protection option and it will still use scrap if it's already applied. 

 

Link to comment
Share on other sites
15 hours ago, WreckSpecs said:

is there a way to have the protection automatically pause while online? Seems tedious to have to manually pause something that's not active. I have only offline protection option and it will still use scrap if it's already applied. 

 

If you have offline only protection (as in while online you have 0% protection) then players should NOT be actively charged scrap until they go offline. If they are, that is a bug.

Edited by Mr01sam
Link to comment
Share on other sites
58 minutes ago, Mr01sam said:

If you have offline only protection (as in while online you have 0% protection) then players should NOT be actively charged scrap until they go offline. If they are, that is a bug.

How does this work exactly?

When someone puts scrap into the TC it charges them up front when they enable protection. So if protection is enabled, and online is set to 0% and offline is set to 80%  ... how does it know what to charge scrap wise, or does it just actively draw from scrap put into the TC?

I currently have 90% set for both online and offline, but am thinking I would like to have 0% online, and 80% offline after next wipe. So I am curious how this works... I could only see this working if the TC had scrap in it, but in order to enable it ... protection seems to take in advance. But I've yet to test, so hoping you can explain a little. Thanks 🙂

 

Link to comment
Share on other sites

It does collect the scrap up front, as in, it takes it out of the player's inventory and adds it to the protection balance. But players can always withdraw that protection balance by pressing "clear" (unless you disable that button in the config), so it hasn't spent that balance yet, just holds onto it. When the base is actively being protected it will then deduct the amount from the protection balance every few seconds until its depleted. But it will only do that when its actively protected. If you have offline only protection, the balance will not be deducted until all owners go offline, so they can withdraw that balance when theyre online if they choose to do so. Let me know if that makes sense!

  • Like 1
Link to comment
Share on other sites
1 hour ago, Mr01sam said:

It does collect the scrap up front, as in, it takes it out of the player's inventory and adds it to the protection balance. But players can always withdraw that protection balance by pressing "clear" (unless you disable that button in the config), so it hasn't spent that balance yet, just holds onto it. When the base is actively being protected it will then deduct the amount from the protection balance every few seconds until its depleted. But it will only do that when its actively protected. If you have offline only protection, the balance will not be deducted until all owners go offline, so they can withdraw that balance when theyre online if they choose to do so. Let me know if that makes sense!

Makes perfect sense, thanks.

  • Like 1
Link to comment
Share on other sites

Would you make a version of this plugin where it has a wipe protection feature?

I'm am currently running https://umod.org/plugins/wipe-protection at the start of wipe,

However I really like the idea of the Protected notification in the bottom right.

And instead of "100%" it could be a configurable time of wipe protection left, e.g. "30m"

Thanks

  • Like 1
Link to comment
Share on other sites

@Mr01sam Found an exploit:

- If you add max protection and then log off, when you come back in and pull the scrap out, for some reason it gives you double.

One of my players was able to hit 200k scrap on a 3x server doing the exploit.

Edited by Rust.Matrixx
  • Like 1
Link to comment
Share on other sites

Perhaps you add a function so that when a base has no protection that a pvp bubble is created within the limits of the player's tc, having no protection, or add an API allowing you to do this to distinguish a base which has no protection, because I have a pve / pvp server it is impossible to kill it in pve zone despite the fact that the base has no protection I thank you in advance

Link to comment
Share on other sites
7 hours ago, Delltus said:

Perhaps you add a function so that when a base has no protection that a pvp bubble is created within the limits of the player's tc, having no protection, or add an API allowing you to do this to distinguish a base which has no protection, because I have a pve / pvp server it is impossible to kill it in pve zone despite the fact that the base has no protection I thank you in advance

Hey dm me and maybe I can add something for you! 🙂

  • Love 1
Link to comment
Share on other sites

could the pending notification be something that shows the time as well "pending (10hrs)".  It would be nice to know what sort of time you have remaining even when the raid protection is off.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 6
  • Love 8

User Feedback

1.3m

Downloads

Total number of downloads.

6.5k

Customers

Total customers served.

95.8k

Files Sold

Total number of files sold.

1.9m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.