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Raidable Bases 2.9.2

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Nivex, I know you're busy with other things.

But in the way you suggested,
If you limit where the base becomes spawn, i have to do like this screenshot.

This is very inefficient...
You have to do the same thing every time you use the server's wipe.

I would appreciate it if you could add something to prevent spawn. like a1 b2.


I know you're busy, but I really need the above patch.

화면 캡처 2022-07-01 193230.png

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Allow Raid Bases On Building Topology (true) - Specifically added for custom map makers

oh sorry i just saw this

Edited by MooDDang
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@nivex
I've been having a lot of bases not despawn recently (aware it's a know issue)
.
I'm assuming it has to do with active raids and server restart.
Maybe a quick and dirty fix would be checking the spawn points for a minimum of x unowned entities on plugin load and clearing the area?

Edited by thepiercedweirdo
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@thepiercedweirdoheya sorry about this issue. I have not been able to reproduce it but I will figure it out. good suggestion but I already do this by recording all entity unique identifiers to find and kill them after a restart.

I will try to reproduce during a restart. good info ty and let me know of any other details regardless of how important you think they are.

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33 minutes ago, nivex said:

@thepiercedweirdoheya sorry about this issue. I have not been able to reproduce it but I will figure it out. good suggestion but I already do this by recording all entity unique identifiers to find and kill them after a restart.

I will try to reproduce during a restart. good info ty and let me know of any other details regardless of how important you think they are.

I'll try to see what I can pin down.
And understandable with not being able to replicate. It's totally random. Just seems to be happening a bit more often lately. May be related to another plugin.

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14 hours ago, thepiercedweirdo said:

@nivex
I've been having a lot of bases not despawn recently (aware it's a know issue)
.
I'm assuming it has to do with active raids and server restart.
Maybe a quick and dirty fix would be checking the spawn points for a minimum of x unowned entities on plugin load and clearing the area?

that's right, I've noticed that this happens when the server restarts and the bases stay there, after the server comes back a base appears inside another

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2 hours ago, chuck norris said:

after the server comes back a base appears inside another

ive had the base iside another base happen, but i didnt consider it being because of restart..  thanks, ill take notice

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1 hour ago, nashslash said:

how are you guys restarting ?

GUI Announcements 12am and 12pm 

Edited by chuck norris
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just wondering i use smooth restarter daily and have never had a base inside a base... trying to track the problem

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43 minutes ago, nashslash said:

just wondering i use smooth restarter daily and have never had a base inside a base... trying to track the problem

but i don't like smooth restarter 😅

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@nivexI had an easy base spawn with a wall around it. I have that option turned off in the config. Not sure it that matters any.

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On 7/8/2022 at 10:00 AM, Swedish Chef said:

ive had the base iside another base happen, but i didnt consider it being because of restart..  thanks, ill take notice

ive had this issue for a while now plus others ive given up caring about this mod sadly.

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thanks guys I will try to fix these issues. sorry some are frustrated but bugs are just a part of all software. it sucks but all I can do is try my best. I wish I could do more but my health isn't so good atm

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just found the bug that's causing some servers to not spawn any bases. this is a unity bug and has been reported to Facepunch. i've also implemented a workaround for it in the next update.

 

            private static bool IsSafeZone(Vector3 a)
            {
                for (int i = 0; i < TriggerSafeZone.allSafeZones.Count; i++)
                {
                    var triggerSafeZone = TriggerSafeZone.allSafeZones[i];

                    try
                    {
                        if (InRange2D(triggerSafeZone.transform.position, a, triggerSafeZone.triggerCollider.GetRadius(triggerSafeZone.transform.localScale) + config.Settings.Management.MonumentDistance))
                        {
                            return true;
                        }
                    }
                    catch
                    {
                        return true;
                    }
                }

                return false;
            }

here is the workaround if any want to use it. just replace the existing code block for the IsSafeZone method with this code. or if that sounds too difficult for you then rename the existing IsSafeZone method to anything else such as IsSafeZoneBROKEN, and put this workaround code above that

Edited by nivex
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7 hours ago, MercedesCLA45AMG said:

ive had this issue for a while now plus others ive given up caring about this mod sadly.

why? its obvious it has great support.

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despawn issue during server restarts is fixed in the next update! woo!

 

        private void OnServerShutdown()
        {
            IsUnloading = true;
            SaveData();
            RaidableBase.Unload(Raids.ToList(), true);
            Scheduled.StopCoroutine();
            Maintained.StopCoroutine();
            SpawnManager.StopCoroutine();
            GridController.StopCoroutine();
            DestroyAll();
        }

SaveData(); was missing from this method. RIP. so sorry that I overlooked this!

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11 hours ago, nivex said:

despawn issue during server restarts is fixed in the next update! woo!

 

        private void OnServerShutdown()
        {
            IsUnloading = true;
            SaveData();
            RaidableBase.Unload(Raids.ToList(), true);
            Scheduled.StopCoroutine();
            Maintained.StopCoroutine();
            SpawnManager.StopCoroutine();
            GridController.StopCoroutine();
            DestroyAll();
        }

SaveData(); was missing from this method. RIP. so sorry that I overlooked this!

@nivex I just add SaveData(); and is the problem solved?

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