Jump to content

Raidable Bases 2.9.8

$40.00 $30.00
   (53 reviews)

1 Screenshot

Recommended Comments



aimacak

Posted

6 minutes ago, Kobani said:

 

I don't want the NPC's to respawn.
"NPC Levels": { "Level 2 - Final Death": true },

has no effect. Yes I reloaded it.

 

it must be false

  • Like 1
nashslash

Posted

14 minutes ago, Kobani said:

 

I don't want the NPC's to respawn.
"NPC Levels": { "Level 2 - Final Death": true },

has no effect. Yes I reloaded it.

 

just change

  "Minimum Respawn Npc X Seconds After Death": 9999.0,

the base will be long gone before they respawn.

  • Like 2
MrIce

Posted

Kobani set it to false if u dont want them to spawn after the radi is over

  • Like 2
Vengadorweb

Posted (edited)

Hello man! One qq, how i can automatically assign a permission when someone raids a base? I see the ranks by typing /rb, but i don't see that those users are getting any perm when they raid the base, so how i can assign a better chat tag if they're not receiving a perm? Or i'm missing something? What should i've done wrong? Or is up to us to manually set a permission based on the user points/raided bases

 

 

Bump 1 about this: I found on my logs that the permissions are being given, but i can't see that the user actually have the perms when i check the user with oxide.show user xxxx,  neither the group, what should i do now?

 

18:09 [Info] [RaidableBases] Granted xxx (xxxxxxx) permission raidablebases.ladder.nightmare for group raidnightmare 

18:09 [Info] [RaidableBases] Granted xxx (xxxxxxx) permission raidablebases.th for group raidhunter

 

(yes i censored the steamid)

 

And on this real example, the user has not any perm or group related to raidable bases.

 

 

Bump 2:

 

I think i'm starting to understand what's happening, in order to let raidable bases plugin to assign user to groups, i should FIRST, create this groups, right?

groups: raideasy, raidmedium, raidhard, raidexpert, raidnightmare, raidhunter

 

So, with this i can assign perms related to raid bases.

 

Bump 3: 

 

Yeah i understood what happened, all the mess was due Raidable Bases or other plugin that i have, for some reason deleted this mentioned groups. Since i dind't use them i never realized, i just created the group again and automatically the permissions were given. 

 

 

Sorry the long text, i just going to let it here just in case anyone has the same issue someday.

 

 

 

 

Edited by Vengadorweb
  • Like 1
nivex

Posted

thanks guys:)

Vengadorweb

Posted (edited)

3 hours ago, nivex said:

thanks guys:)

Is there any way to automatically (if flag is set to true on the config) remove previous rank when a new and higher rank is assigned? Example:

 

User proceeds to raid a raid easy, grants easy rank.

 

User raids expert raid, grants expert rank and now has two groups.

 

Since expert is more difficult than easy i want to automatically remove easy group from that player.

 

Will that be posible? 

Edited by Vengadorweb
  • Like 1
nivex

Posted

this is not possible. it would need to be implemented. i can note it for later @Vengadorweb

  • Love 1
Kobani

Posted

Can I turn off the Samsite?

 

Yuki

Posted

Hi,

is it possible to make buyable Event cost 0 ?

nivex

Posted

@KobaniI don't understand, you can enable SamSite Requires Power Source if you don't want it to always have power

@Yukiheya, no, there's no way to make it free. you can set it each difficulties cost to 1. i will note this down for a future update

  • Like 2
Don

Posted (edited)

Hello,

 

I made some custom bases with loot inside them to use with Raidable Bases. Is there a way to use the loot that was on the base when the base was copied with the plugin copypaste, instead of using the loot tables that comes with the plugin?

 

Thank you.

Edited by Don
nashslash

Posted

6 minutes ago, Don said:

Hello,

 

I made some custom bases with loot inside them to use with Raidable Bases. Is there a way to use the loot that was on the base when then base was copied with the plugin copypaste, instead of using the loot tables that comes with the plugin?

 

Thank you.

delete the RB loot tables and  set 

  "Empty All Containers Before Spawning Loot": false,

found in the profiles or each RB level

  • Like 2
Don

Posted

10 minutes ago, nashslash said:

delete the RB loot tables and  set 

  "Empty All Containers Before Spawning Loot": false,

found in the profiles or each RB level

Thank you very much, Worked great!

  • Like 1
vip丶祭奠

Posted

the buoyancy box has only 36 positions, and the large box has 48 positions. Breaking it will lead to overflow. Is there any good way?Another problem is that TC will become a buoyancy tank when it demolishes the foundation, but it will not become a buoyancy tank when it is broken

aimacak

Posted

@nivex
I noticed that in some bases the turrets are connected to power, and they are turned off when the network breaks, and in some they are launched without power, and therefore they cannot be turned off, there is no desire to get rid of the variety in such moments? the same can be said about the boxes hidden behind the walls in some bases and I met only one base with multi-cupboards (the bunker is in the house, there is only one cupboard, but double ceilings and people perceive this as a bug, I had to rebuild the entire interior of the house) sorry, google translate, thanks a lot 🙂
ps sorry for offtop, can u check true pve threads, thanks 🥰

nivex

Posted (edited)

@vip丶祭奠Facepunch will have to resolve the buoyancy having fewer slots (36). I guess just use the normal box until this next Rust forced update and check again:) Ill go ahead and try to force the size in my next update but it should be changed by Facepunch to be consistent size with the other box by default

@aimacakya, it is intended to work this way. then you can decide which turrets always have power and which do not. walled off TC is intended also, but I would have to see a box to confirm if it is where I want it to be. it's best to edit it to your liking, of course. there is no one size fits all here, either:)

I will check umod threads later today

Edited by nivex
  • Like 1
aimacak

Posted

12 hours ago, nivex said:

@vip丶祭奠Facepunch will have to resolve the buoyancy having fewer slots (36). I guess just use the normal box until this next Rust forced update and check again:) Ill go ahead and try to force the size in my next update but it should be changed by Facepunch to be consistent size with the other box by default

@aimacakya, it is intended to work this way. then you can decide which turrets always have power and which do not. walled off TC is intended also, but I would have to see a box to confirm if it is where I want it to be. it's best to edit it to your liking, of course. there is no one size fits all here, either:)

I will check umod threads later today

may be u can make if turrets always have power true, they are dont turn off even his connect to power will broken / close (for bases, when it really have connect to power)? 😉 for dont rebuild bases, becouse i have same trouble after rebuild on copy step: i paste your house and it spawn like 50 sm from land, i change it, copy, paste, and now it spawn about 0-150 sm under land, understand?) i dont understand true way to copy your house after change it, i lost more time for it, but i must make that it spawning like your  default house if i want normally auto spawn like in your test before updates) thanks 😉

nivex

Posted

@aimacakmost players are accustomed to turrets without power sources working, but it would be very confusing for players to destroy a power source and have power persist. you copy from center of base looking at top of the center most foundation, or you can use the AutoHeight option in the config (NOT profile)

aimacak

Posted

@nivexthanks
I meant that there are houses where the turrets are actually connected to power, and when the profile does not require energy and, for example, the admin generator breaks in this database, then the connected turrets are turned off, despite the setting in the config)

Iron

Posted

Is there a way to assign a permission to a particular level of purchasable raid?  So new players would get a permission like raidablebases.easy for example and when they go to buy the Raid it is the only option available for them to select in the UI.

Considering all the possible configuration options I am sure it has to be there but I cannot find it.

 

Thanks

nivex

Posted

On 11/1/2022 at 12:54 PM, aimacak said:

@nivexthanks
I meant that there are houses where the turrets are actually connected to power, and when the profile does not require energy and, for example, the admin generator breaks in this database, then the connected turrets are turned off, despite the setting in the config)

yes, as I said, this is intended 😛

On 11/2/2022 at 6:34 AM, Iron said:

Is there a way to assign a permission to a particular level of purchasable raid?  So new players would get a permission like raidablebases.easy for example and when they go to buy the Raid it is the only option available for them to select in the UI.

Considering all the possible configuration options I am sure it has to be there but I cannot find it.

 

Thanks

no option for this. I don't really see a need for it though?

Iron

Posted

17 minutes ago, nivex said:

yes, as I said, this is intended 😛

no option for this. I don't really see a need for it though?

Various Bradley plugins, Raidme Bases, Helicopter Tiers, there are many many example of plugins that limit permissions and award them at a later point.  There are ways to prevent new players from being stupid and trying out a nightmare raid but sometimes you simply cannot fix stupid 🙂

nivex

Posted

ill note it for later. this type of code is bloating though so I would need to rewrite it so it's not. I just implemented prices for resetting buyable cooldown timer so i will have to make it all dynamic because i don't want 4 redundant methods for the same thing

aimacak

Posted

@nivex
I also ran into the problem of setting loot, because, for example, in your complex bases, the spread in sulfur spent is from 65k to 180k, and I can set loot either for the entire difficult level, or manually put a fixed amount in each base, is it really do any of this:
1) add an option to paste a loot table into a specific house, the best I would like
2) add the ability to randomize loot, depending on what you put in a specific house manually
3) rebuild the houses so that they are about the same cost for the raid 🙂
Thanks)

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 23
  • Sad 2
  • Love 41

User Feedback

1.4m

Downloads

Total number of downloads.

6.9k

Customers

Total customers served.

102.3k

Files Sold

Total number of files sold.

2m

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.