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Raidable Bases 3.0.2

$40.00 $30.00
   (58 reviews)

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BippyMiester

Posted

Does this have the abandoned player bases added into this paid version?

  • Like 2
Krungh Crow

Posted

you still have to make your own bases

  • Like 2
nivex

Posted (edited)

That is a separate plugin and is not related to the raidable bases plugin. I will submit it to the site once the plugin is finished 🙂

Edited by nivex
  • Like 1
nivex

Posted

yes, it will be in a future update

  • Like 2
Delltus

Posted

1 ) Can we have more information about the premium version

2 ) once buy esquont will have premium upgrades?

 

nivex

Posted

33 minutes ago, Delltus said:

1 ) Can we have more information about the premium version

2 ) once buy esquont will have premium upgrades?

 

1) it has all 5 difficulties, player lockouts and buyraid features which are not in the free version

2) you get free updates 🙂

zulg

Posted

I would love to have this for my PVE server, who much trouble is this to work with NextGen PVE? and does it also work with custom maps I use from here?

nivex

Posted (edited)

4 hours ago, zulg said:

I would love to have this for my PVE server, who much trouble is this to work with NextGen PVE? and does it also work with custom maps I use from here?

Yes, it works with NextGenPVE and shouldn't require you to do anything. It works with custom maps too 🙂

Edited by nivex
zulg

Posted

very well thank you, i shall my mt purchase!

nivex

Posted

1 hour ago, zulg said:

very well thank you, i shall my mt purchase!

no problem and thanks for buying!

L4c4z3tt3_69

Posted

(10:11:40) | Failed to run a 3600.00 timer in 'RaidableBases v2.0.1' (NullReferenceException: )
  at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
  at Oxide.Plugins.RaidableBases+RaidableBase.<Undo>m__B () [0x0000b] in <d2794722c1dc40f78ce191af45bd0fc2>:0
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0

 

nivex

Posted

3 hours ago, B4st0s_31 said:

(10:11:40) | Failed to run a 3600.00 timer in 'RaidableBases v2.0.1' (NullReferenceException: )
  at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
  at Oxide.Plugins.RaidableBases+RaidableBase.<Undo>m__B () [0x0000b] in <d2794722c1dc40f78ce191af45bd0fc2>:0
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0

 

thanks! fixed in next update

zulg

Posted

Ok, I have taken my time and went thru every line in the plugin and watched the video 3 times, I have added one base that i downloaded from here to raid, Now that all my settings are the way I think they should be, how do i start the plugin to auto load the raidable base?

I do not want players to buy raids i just want them to spawn automatically no more than 2 bases at a time for now and 1 spawn first then maybe 20 mins later another spawns! do i use maintained events or scheduled events?

Thanks!

nivex

Posted

3 hours ago, zulg said:

Ok, I have taken my time and went thru every line in the plugin and watched the video 3 times, I have added one base that i downloaded from here to raid, Now that all my settings are the way I think they should be, how do i start the plugin to auto load the raidable base?

I do not want players to buy raids i just want them to spawn automatically no more than 2 bases at a time for now and 1 spawn first then maybe 20 mins later another spawns! do i use maintained events or scheduled events?

Thanks!

  

Hi

Quote

"Max Buyable Events": 0,

This will disable players from being able to buy raids.

 

    "Maintained Events": {
      "Always Maintain Max Events": true,
      "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 0.0,
      "Convert PVE To PVP": false,
      "Convert PVP To PVE": false,
      "Include PVE Bases": true,
      "Include PVP Bases": true,
      "Ignore Safe Checks": false,
      "Minimum Required Players Online": 1,
      "Max Maintained Events": 2,
      "Spawn Bases X Distance Apart": 100.0,
      "Spawns Database File (Optional)": "none",
      "Time To Wait Between Spawns": 1200.0
    },

This will automatically spawn one base every 20 minutes up to 2 bases total since Time To Wait Between Spawns is set to 1200 seconds. This method ensures that 1 to 2 bases are always spawned. When one despawns, another will immediately spawn unless it has to wait for Time To Wait Between Spawns to elapse.

 

    "Scheduled Events": {
      "Enabled": true,
      "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 0.0,
      "Convert PVE To PVP": false,
      "Convert PVP To PVE": false,
      "Every Min Seconds": 1200.0,
      "Every Max Seconds": 1200.0,
      "Include PVE Bases": true,
      "Include PVP Bases": true,
      "Ignore Safe Checks": false,
      "Max Scheduled Events": 2,
      "Max To Spawn At Once (0 = Use Max Scheduled Events Amount)": 1,
      "Minimum Required Players Online": 1,
      "Spawn Bases X Distance Apart": 100.0,
      "Spawns Database File (Optional)": "none",
      "Time To Wait Between Spawns": 15.0
    },

This will automatically spawn on base every 20 minutes up to 2 bases total, based on Every Min Seconds and Every Max Seconds both being set to 1200 seconds. Unlike Maintained Events, bases will not immediately respawn after one despawns unless 20 minutes has elapsed since the last base spawned.

To answer your question: Scheduled Events is generally used for this, however Maintained Events is now possible since Time To Wait Between Spawns was recently added.

  • Like 3
zulg

Posted

ok, thanks alot i will do this!

nivex

Posted

28 minutes ago, zulg said:

ok, thanks alot i will do this!

np, feel free to ask any questions if you have issues

zulg

Posted

This plugin is getting better every time I set it, nice work!

I have simple question that kinda got skipped in the video,In the config file under "Maintained Events, manual events, and Scheduled Events has these

"Convert PVE To PVP": false, 

"Convert PVP To PVE": true   

Is this saying that if i set pve to pvp true, that players can hurt each other in the raid zone only?

and if I set pvp to pve then players cant hurt each other in the raid zone?Thanks

nivex

Posted

2 hours ago, zulg said:

This plugin is getting better every time I set it, nice work!

I have simple question that kinda got skipped in the video,In the config file under "Maintained Events, manual events, and Scheduled Events has these

"Convert PVE To PVP": false, 

"Convert PVP To PVE": true   

Is this saying that if i set pve to pvp true, that players can hurt each other in the raid zone only?

and if I set pvp to pve then players cant hurt each other in the raid zone?Thanks

hey thanks. yes, that's how it functions

Bumfuzzler

Posted

I was curious if there are any plans to expand the loot tables to include item weight and possibly groupings.

I find I have issues controlling the loot because

  1. all items spawn with the same weight, I wouldn't want certain items to spawn too often
  2. items spawn in boxes in patterns that players would normally not put together, no boxes are organized. for instance, you would normally see weapons together or teas together or medical supplies together.

It would be helpful to be able to control the weight of an item and also potentially how they are grouped together.

Of course, due to the massive size of this plugin, if I've missed something let me know!

  • Administrator
Steenamaroo

Posted

If you're considering external loot plugins, CustomLoot has API and allows you to specify custom profiles (and creates if not exist) to let users have a unique loot table per call.
 


List<Item> loot = (List<Item>)CustomLoot?.Call("MakeLoot", "SomeCustomName");
if (loot != null)
    foreach (var item in loot)
        if (!item.MoveToContainer(container.inventory, -1, true))
            item.Remove();

 

nivex

Posted

8 hours ago, Bumfuzzler said:

I was curious if there are any plans to expand the loot tables to include item weight and possibly groupings.

I find I have issues controlling the loot because

  1. all items spawn with the same weight, I wouldn't want certain items to spawn too often
  2. items spawn in boxes in patterns that players would normally not put together, no boxes are organized. for instance, you would normally see weapons together or teas together or medical supplies together.

It would be helpful to be able to control the weight of an item and also potentially how they are grouped together.

Of course, due to the massive size of this plugin, if I've missed something let me know!

sure sounds like a good premium feature to me 😛

  • Like 2
nivex

Posted

3 hours ago, Steenamaroo said:

If you're considering external loot plugins, CustomLoot has API and allows you to specify custom profiles (and creates if not exist) to let users have a unique loot table per call.
 



List<Item> loot = (List<Item>)CustomLoot?.Call("MakeLoot", "SomeCustomName");
if (loot != null)
    foreach (var item in loot)
        if (!item.MoveToContainer(container.inventory, -1, true))
            item.Remove();

 

I will check that out, thank you

  • Like 1
Delltus

Posted

I would have some idea of functionality for the premium version.

  1. Define a weight for the rarity of loots as already said.

  2. Tools to help configure loots for example.

  3. I saw that there was an option to change the material of the base, stone, wood ect .. I found a pity that it was not a match between the materials except for example the same base can be in stone, wood , and if we want to push things further what would be cool is to configure construction errors, for example 1 wooden wall or a ceiling, or a wall in the wrong species randomly on the base.

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