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Raidable Bases 2.9.8

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   (53 reviews)

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rocco

Posted

7 hours ago, DiDreamer said:

image.thumb.png.76d5c500c495a554b974987d61b4a907.png

Had similar problem and it was my custom kit plugin.
Try unload any kit plugin you use and see If It solves the problem.

  • Like 1
nivex

Posted

@chuck norrisCopyPaste is what pastes the bases so you will need to look for an error

  • Like 1
nivex

Posted

@DiDreamer@roccoah yes, this reminds me, there is a Russian Kits plugin that does not work because their API for isKit is bugged. replace the API with this to fix it:

        [HookMethod("isKit")]
        public bool isKit(string kitName)
        {
            return kitsList.Exists(p => p.Name == kitName);
        }

 

DiDreamer

Posted

[HookMethod("IsPremium")]
        public bool IsPremium() => true;

        private void UpdateUI()
        {
            if (config.UI.Enabled)
            {
                foreach (var player in BasePlayer.activePlayerList)
                {
                    if (player.IsReallyValid())
                    {
                        UI.UpdateLockoutUI(player);
                    }
                }
            }
        }

fix

        [HookMethod("isKit")]
        public bool isKit() => true;

        private void UpdateUI()
        {
            if (config.UI.Enabled)
            {
                foreach (var player in BasePlayer.activePlayerList)
                {
                    if (player.IsReallyValid())
                    {
                        UI.UpdateLockoutUI(player);
                    }
                }
            }
        }

result

Новый точечный рисунок (112).png

Deluezeonest

Posted

Hi, after installing the plugin, the .json file in the config directory is blank. How do I rectify this? 

  • Like 1
nivex

Posted

12 hours ago, Deluezeonest said:

Hi, after installing the plugin, the .json file in the config directory is blank. How do I rectify this? 

probably file permission issue. you would have to post the messages shown when trying to load the plugin.

Covfefe

Posted

Anyone have autoturrets that work sometimes and sometimes they don't work at all? It's only the autoturrets that this happens to. Sometimes they shoot players, and sometimes players can just stand right in front of them and they won't shoot at all. 

Clockwurk

Posted

Curious if stability is still going to be fixed? Also NPC's dying to walls. Thanks

  • Like 1
nivex

Posted

@Covfefeit is possible that the current major bug in 2.4.2 is also causing this so please let me know if 2.4.3 does not fix it when I release it. ETA is a few days I'd imagine. just need to fix mini spamming players with enter/exit messages and a few other minor things before it's ready for release 🙂

@ClockwurkStability can't be fixed by me. I'm just calling native methods from the game, and the game doesn't like that for whatever reason. but anyway, rather than reinvent the wheel I have just decided to semi-reverrt the changes that disabled the stability option in CopyPaste by allowing a configuration option to use stability option once again from CopyPaste instead, at your own risk

  • Like 1
nivex

Posted (edited)

i can confirm that the major bug causing arena walls and other such entities to spawn in the wrong location / away from the base is fixed in the next update ! this is huge as it's taken me almost all month to figure out. and the bug wasn't even in my plugin which is what everyone told me to start with, but I am happy to have it fixed in the culprits plugin, and a workaround in mine, finally either way!

delete the entire line ResetToPool(foundations);

and change public List<Vector3> foundations { get; set; } = Pool.GetList<Vector3>();

to public List<Vector3> foundations { get; set; } = new List<Vector3>();

and it'll be fixed without having to update the other plugins causing this bug since it won't pool this lists anymore

Edited by nivex
  • Like 4
  • Love 1
Covfefe

Posted

18 hours ago, nivex said:

i can confirm that the major bug causing arena walls and other such entities to spawn in the wrong location / away from the base is fixed in the next update ! this is huge as it's taken me almost all month to figure out. and the bug wasn't even in my plugin which is what everyone told me to start with, but I am happy to have it fixed in the culprits plugin, and a workaround in mine, finally either way!

delete the entire line ResetToPool(foundations);

and change public List<Vector3> foundations { get; set; } = Pool.GetList<Vector3>();

to public List<Vector3> foundations { get; set; } = new List<Vector3>();

and it'll be fixed without having to update the other plugins causing this bug since it won't pool this lists anymore

What was the culprit?!

  • Like 2
chuck norris

Posted

8 hours ago, Covfefe said:

What was the culprit?!

I also wanted to know 😄

  • Like 1
stouty84

Posted

Hey,

Is it possible for us to have an option to set random NPC names globally rather than per profile?

Thanks! 🙂

  • Like 1
nivex

Posted (edited)

@chuck norris@CovfefeWaterEvent, SatDishEvent, PowerPlantEvent, JunkyardEvent, HarborEvent and AirEvent. All of which appear to have been fixed so I suggest updating those plugins. It was a very simple bug that caused all of this mayhem but was extremely difficult to figure out as I looked over it many times without finding the issue lol. That includes looking over 6,000 changes in Raidable Bases and checking over Junkyard Event multiple times without finding anything wrong. I am greatful for the help received while looking into this issue! 🙂

@stouty84as @nashslashmentioned this is probably the best way since it's not possible to set them globally unless you set them the same in each profile. you can also configure the names that you'd like them to be set to in the profiles though, rather than having it pick from Facepunch's list of random names

Edited by nivex
  • Like 5
Swedish Chef

Posted (edited)

when you kill an NPC, he turns naked, itd be cool if he kept his clothes as when you killed him, just the model, i dont want him to have items on him. some of the skins are so nice, itd be nice to have them on him when hes on the ground. and it looks funny when you kill him and he turns pink..

Edited by Swedish Chef
  • Like 2
Swedish Chef

Posted

a min max health for the guns used in turrets would be nice. i want to drop a weapon because realism.. but i dont want to give a full ak, and i dont want to go back and embed a damaged gun in my turrets in my bases (if i can even do that.. im not sure) 

but it would be nice to give a 1-10% health gun

  • Like 3
nivex

Posted

some good ideas will keep them I mind @Swedish Chef

  • Like 1
406_Gromit

Posted

looking for help with raidable bases, how does the "Allow Npcs To Counter Raid": true, work? are the NPC supposed to weapon switch? is it possible to have to NPC use the given ammunition for instance incendiary rockets and lastly they dont throw smoke grenades how do i set this up? i did ask on discord lone design chat too

  • Like 1
nivex

Posted

@406_Gromitheya!

that option means they can see the player at all times and will raid them if they are in a FOB. they will not attack the raid base

npcs don't swap weapons. smoke grenades are not supported. i may consider it in the future.

also i strongly recommend against npcs from any plugin using incendiary rockets. it poses far too many potential server performance issues.

i do agree it'd be a neat feature to have npcs swap weapons so i will note this down for later!

  • Love 1
406_Gromit

Posted

2 hours ago, nivex said:

@406_Gromitheya!

that option means they can see the player at all times and will raid them if they are in a FOB. they will not attack the raid base

npcs don't swap weapons. smoke grenades are not supported. i may consider it in the future.

also i strongly recommend against npcs from any plugin using incendiary rockets. it poses far too many potential server performance issues.

i do agree it'd be a neat feature to have npcs swap weapons so i will note this down for later!

thank you for your reply, so would i need to make a kit with them holding C4 for them to counter raid? and one last thing  i have the settings  below to simulate spawns however they stop spawning, is there i setting that i need for unlimited spawning?

"Maximum Respawn Npc X Seconds After Death": 300.0,
  "Minimum Respawn Npc X Seconds After Death": 200.0,

  • Like 2
nivex

Posted

@406_Gromitya. I add that kit as a random option and then set Amount That Can Throw Weapons to 2 so up to 2 npcs will run around with explosives on them

i have no reports of npcs not spawning but could be related to a prior issue so let me know if it continues in 2.4.3 update that i just released today with the Rust update

Swedish Chef

Posted

getting lots of these

Calling 'OnPasteFinished' on 'RaidableBases v2.4.3' took 355ms
[Raidable Bases] medium18c @ X15 : 120 items
You've successfully pasted the structure
Calling 'OnPasteFinished' on 'RaidableBases v2.4.3' took 462ms
[Raidable Bases] small7d @ N26 : 85 items
You've successfully pasted the structure
Calling 'OnPasteFinished' on 'RaidableBases v2.4.3' took 542ms
[Raidable Bases] small18a @ P11 : 85 items
You've successfully pasted the structure
Calling 'OnPasteFinished' on 'RaidableBases v2.4.3' took 467ms
[Raidable Bases] small8b @ B6 : 85 items
You've successfully pasted the structure
Calling 'OnPasteFinished' on 'RaidableBases v2.4.3' took 416ms
[Raidable Bases] small16c @ Y3 : 85 items
Saved 86,807 ents, cache(0.07), write(0.03), disk(0.04).

i havent logged on yet

  • Like 1
Covfefe

Posted

Anyone's bases not spawning at all? Even when manually adding spawns database spawns? Maybe I need to delete config for update?

  • Like 1
Swedish Chef

Posted

1 minute ago, Covfefe said:

Maybe I need to delete config for update?

my bases are spawning fine, i just updated the plugin file, nothing else

  • Like 1

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