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Raidable Bases 2.9.8

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Deadpool

Posted

+ некоторый спавн баз , со скинами и нагружают игроков прогрузкой скинов ,хотя в конфиге все скины отключены 

 

  • Like 1
chuck norris

Posted (edited)

hi all, happening to anyone too? today a player told me that he went to raid a base and there was one inside another, after a few hours when i got home i went to check it was still happening. when I tried to execute the command "rbe despawn" only one base disappeared, the one that was currently active in the event, the other one was already there all the time without boxes without anything. you can see in the 3 images.

the only thing i saw in the logs:

 

(22:32:03) | [Raidable Bases] Destroyed a left over raid base at B8 (-1654.6, 0.0, 619.6)

(22:32:03) | [Raidable Bases] Destroyed a left over raid base at V23 (1237.7, 0.5, -1532.6)

(22:32:03) | [Raidable Bases] Destroyed a left over raid base at B22 (-1633.7, 2.0, -1331.1)

(08:32:06) | [Raidable Bases] Destroyed a left over raid base at B22 (-1632.2, 2.0, -1336.3)

(08:32:06) | [Raidable Bases] Destroyed a left over raid base at V23 (1237.3, 0.5, -1535.9)

(08:32:06) | [Raidable Bases] Destroyed a left over raid base at B8 (-1654.1, 0.0, 620.6)

(22:32:07) | [Raidable Bases] Destroyed a left over raid base at V23 (1240.9, 0.5, -1537.9)

(22:32:07) | [Raidable Bases] Destroyed a left over raid base at B22 (-1633.4, 2.0, -1337.8)

Failed to call hook 'OnEntityKill' on plugin 'IOCore v1.0.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000fb] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0

1.png

2.png

3.png

Edited by chuck norris
  • Like 1
nivex

Posted

On 4/25/2022 at 9:14 AM, Deadpool said:

У меня сервер PVE ,  рейд базы багаются  и стоят без купола и без стабильности ,приходится их удалять   ent kill . у некоторых игроков проподают дома  хотя в них есть ресурсы на содержание ,проверь пожалуйста !

hi. I need error messages

  • Like 1
nivex

Posted

@chuck norrisI also need error messages from you, the one above is from Oxide and doesn't tell me enough

  • Like 1
Batenka

Posted (edited)

turrets spawn without weapons

empty turret

on the paid and free versions of the plugin

  "Auto Turrets": {
     "Aim Cone": 5.0,
     "Minimum Damage Modifier": 1.0,
     "Maximum Damage Modifier": 1.0,
     "Start Health": 1000.0,
     "Sight Range": 30.0
     "Double Sight Range When Shot": false,
     "Set Hostile (False = Do Not Set Any Mode)": true,
     "Requires Power Source": false,
     "Remove Equipped Weapon": true,
     "Random Weapons To Equip When Unequipped": [
       "rifle.semiauto"
     ]
   },

Edited by Batenka
  • Like 1
chuck norris

Posted

2 hours ago, Batenka said:

turrets spawn without weapons

empty turret

on the paid and free versions of the plugin

  "Auto Turrets": {
     "Aim Cone": 5.0,
     "Minimum Damage Modifier": 1.0,
     "Maximum Damage Modifier": 1.0,
     "Start Health": 1000.0,
     "Sight Range": 30.0
     "Double Sight Range When Shot": false,
     "Set Hostile (False = Do Not Set Any Mode)": true,
     "Requires Power Source": false,
     "Remove Equipped Weapon": true,
     "Random Weapons To Equip When Unequipped": [
       "rifle.semiauto"
     ]
   },

you have: "Remove Equipped Weapon": true,

set to false: Remove Equipped Weapon": false,

  • Like 1
Batenka

Posted (edited)

"Remove Equipped Weapon": true,

"Remove Equipped Weapon": false,

There is no difference at all, the result is one turret is empty

  "Random Weapons To Equip When Unequipped": [
      "rifle.ak"
    ]

does not work 

from random list ak is absent

"Random Weapons To Equip When Unequipped": this option should add weapons to the turret automatically, this does not happen the turret is empty

 

Edited by Batenka
  • Like 1
Swedish Chef

Posted (edited)

3 hours ago, Batenka said:

does not work

i have 

"Auto Turrets": {
    "Aim Cone": 5.0,
    "Minimum Damage Modifier": 1.0,
    "Maximum Damage Modifier": 1.0,
    "Start Health": 1000.0,
    "Sight Range": 30.0,
    "Double Sight Range When Shot": false,
    "Set Hostile (False = Do Not Set Any Mode)": true,
    "Requires Power Source": true,
    "Remove Equipped Weapon": false,
    "Random Weapons To Equip When Unequipped": [
      "rifle.ak"
    ]
  },

works fine for me, (The turret is empty in copypaste file)

if i change to 

"Random Weapons To Equip When Unequipped": [
      "rifle.bolt"
    ]

then the turret has a bolty

you might need to post your whole config/profile if youre having further problems

Edited by Swedish Chef
  • Like 1
Batenka

Posted

8 hours ago, Swedish Chef said:

i have 

"Auto Turrets": {
    "Aim Cone": 5.0,
    "Minimum Damage Modifier": 1.0,
    "Maximum Damage Modifier": 1.0,
    "Start Health": 1000.0,
    "Sight Range": 30.0,
    "Double Sight Range When Shot": false,
    "Set Hostile (False = Do Not Set Any Mode)": true,
    "Requires Power Source": true,
    "Remove Equipped Weapon": false,
    "Random Weapons To Equip When Unequipped": [
      "rifle.ak"
    ]
  },

works fine for me, (The turret is empty in copypaste file)

if i change to 

"Random Weapons To Equip When Unequipped": [
      "rifle.bolt"
    ]

then the turret has a bolty

you might need to post your whole config/profile if youre having further problems

I'm very sorry, the addition of weapons was blocked by the Turret Weapons plugin, sorry for my inattention!

  • Like 4
nivex

Posted

@BatenkaIll have to remember this the next time someone mentions it isn't working. Oh fun oh fun =D 

Thanks guys for answering him

nivex

Posted

@chuck norrisyour issue is fixed in the next update !

  • Love 1
nivex

Posted (edited)

@TwoShoesi am unable to reproduce issue with mini spamming players in 2.4.4. can anyone else confirm this is still happening? also I will not be replying to the closed thread regarding this simply because i'm asking others for more information here instead. also need step by step instructions to reproduce this. getting on a mini and flying in - nadda, getting on mini while already in - nadda

Edited by nivex
GamingHQ

Posted

3 hours ago, nivex said:

@TwoShoesi am unable to reproduce issue with mini spamming players in 2.4.4. can anyone else confirm this is still happening? also I will not be replying to the closed thread regarding this simply because i'm asking others for more information here instead. also need step by step instructions to reproduce this. getting on a mini and flying in - nadda, getting on mini while already in - nadda

What's the report of it? i can ask my members try to break raidable bases. We are at wipe day anyways (= 

  • Like 1
Swedish Chef

Posted

20220506115427_1.thumb.jpg.8b5b33b13164af869a1783056ac214d8.jpg

tracks seem to be magnets for bases, looks nice when they are beside the tracks tho

  • Like 1
Swedish Chef

Posted

spawning on a cliff

20220506144445_1.thumb.jpg.cb6bb2446d22887a489eba545ebf11f9.jpg

looking down from center floor level    20220506144504_1.thumb.jpg.b28a0dd1b3c8cbb45d7fcb7bcf6e5300.jpg

  • Like 1
  • Haha 1
GamingHQ

Posted

After many months of usage, we decided to remove raid able bases. Too much stuff ongoing, bad server performance when active running, bots being drunk, invisible colliders inside bases because its missing items.

We hope that, in the near future we will be able to use it again, but for now... nope. My whole server-node crashed and toke 9 other game servers with him  because of raid able bases, so its my last time using it until a proper fix is done. 

  • Like 1
nivex

Posted (edited)

28 minutes ago, GamingHQ said:

After many months of usage, we decided to remove raid able bases. Too much stuff ongoing, bad server performance when active running, bots being drunk, invisible colliders inside bases because its missing items.

We hope that, in the near future we will be able to use it again, but for now... nope. My whole server-node crashed and toke 9 other game servers with him  because of raid able bases, so its my last time using it until a proper fix is done. 

Server performance is my number one priority and I will continue to fix any performance issues. It is difficult when I can't reproduce them, and when so few people have the issue. Issues like this are much easier to fix when I have access to a machine in order to reproduce the issue. It is very difficult to fix something when you don't know the cause.

It is intended and by design that npcs act erratically as it makes them difficult to kill.

Collider issues can be fixed by updating CopyPaste and the tier packages. Otherwise it is caused by another plugin. I did ask the author of CopyPaste to remove unity scripts from being pasted in, and provided the fix, but have thus far been ignored.

A plugin is not going to cause a server-node to crash. I don't know who told you this but they're wrong and if it was your host then find a different one that doesn't feed you nonsense.

I apologize for the issues you're experiencing and you can rest assured that they will be fixed when I find a fix for them

Edited by nivex
  • Like 1
  • Love 1
nivex

Posted

@Swedish Chefyes the spawning on the train tracks is fixed in the next update. your second issue is also caused by this issue

I am still trying to fix the performance issue, but it's being difficult. would be nice if I had access to a machine with the issue

GamingHQ

Posted

"A plugin is not going to cause a server-node to crash. I don't know who told you this but they're wrong and if it was your host then find a different one that doesn't feed you nonsense."

Well, it actually did happened but it was in combination with the massive FPS problems we had thanks to FacePunch and their boombox oopsie. 

"I apologize for the issues you're experiencing and you can rest assured that they will be fixed when I find a fix for them" 

No need to apologize. You are also just doing your work. dont see my message as hate or anything. We are happy users since the day it got released.

  • Like 1
nivex

Posted (edited)

24 minutes ago, GamingHQ said:

"A plugin is not going to cause a server-node to crash. I don't know who told you this but they're wrong and if it was your host then find a different one that doesn't feed you nonsense."

Well, it actually did happened but it was in combination with the massive FPS problems we had thanks to FacePunch and their boombox oopsie. 

"I apologize for the issues you're experiencing and you can rest assured that they will be fixed when I find a fix for them" 

No need to apologize. You are also just doing your work. dont see my message as hate or anything. We are happy users since the day it got released.

it is a Unity bug that causes this to happen when it crashes, and it happens on Vanilla servers as well. all it takes is for one server on the machine to crash and every other one CAN crash as well. 

This can be caused by FindObjectsOfType being used in the code (which Raidable Bases does not use) and the corresponding error code is unity segment fault 0x01. This is often triggered when ANY server on the box restarts or a plugin unloads/reloads so it can be from any of the servers on the machine. Most often from a dev server, or a server that repeatedly reloads plugins for whatever reason.

many plugins use this above code so without all of them being fixed it can be a huge problem for shared hosts 😕

glad you are hopeful. I hate these issues as much as anyone...

Edited by nivex
  • Love 1
Swedish Chef

Posted

sounds like youve a good handle on it, especially not being able to reproduce/only affecting few users
ive had nothing but good times, keep it up

  • Like 2
Fast_CD

Posted (edited)

Errors have arrived... version 2.4.4. rolled back to version 2.43 - normal flight

image.png.026168be1c3ec8ebf002d9266022ab2d.png

NullReferenceException: Object reference not set to an instance of an object
  at BasePlayer.SendConsoleCommand (System.String command, System.Object[] obj) [0x00000] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.UpdateTime (BasePlayer player, System.Boolean state) [0x00034] in <2454b2d2522a4c9b8e9cfd7e0f7b3fa1>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.OnPlayerExit (BasePlayer target, System.Boolean skipDelay) [0x00025] in <2454b2d2522a4c9b8e9cfd7e0f7b3fa1>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.<CheckIntrudersExiting>m__4 (Oxide.Plugins.RaidableBases+Raider ri) [0x0004e] in <2454b2d2522a4c9b8e9cfd7e0f7b3fa1>:0 
  at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x00024] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.CheckIntrudersExiting () [0x00021] in <2454b2d2522a4c9b8e9cfd7e0f7b3fa1>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.CheckEntitiesInSphere () [0x0003a] in <2454b2d2522a4c9b8e9cfd7e0f7b3fa1>:0 
  at InvokeHandlerBase`1[T].DoTick () [0x000be] in <da65bb8f18014b5cab4c7d176d8e2794>:0 
  at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <da65bb8f18014b5cab4c7d176d8e2794>:0 
 
(Filename: <5e447a4bb1cb4b62bf6830ead66f8053> Line: 0)

 

Edited by Fast_CD
  • Like 1
nivex

Posted (edited)

@Fast_CDthanks fixed in next update. you don't need to rollback, and it isn't going to help either.

the issue is its trying to update the time for someone that's offline so it's going to happen in any version

just revoke raidablebases.time permission from everyone until next update 🙂

Edited by nivex
Deadpool

Posted

Good afternoon. There is a problem with the raid bases that . The player registers a base on himself, causes damage to either the bot or the building, then exits the server, waiting for the rollback time.
After the registration time passes, the dome on the base disappears, and the base remains with the first player who registered for himself. The player enters the server and removes the doors and turrets with a mallet from this base - because the base now belongs to him.
Please help me to sort out this problem. There are no logs - because there are no errors. Thanks

  • Like 1
Deano

Posted

Ok so since this months update, RaidableBases is now causing SEVERE rubber-banding and latency issues on my server. It was fine beforehand but now, after spending a long time unloading plugins one-by-one to find the cause, I've had to unload RaidableBases to stop the issue.

There are no errors, and no issues at all with the bases that spawn in.. just very noticable and constant rubber-banding experienced by all players on my server.

What should I do? I really love this plugin, so does everyone on my server..

  • Like 1

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