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Raidable Bases 2.9.8

$40.00 $30.00
   (53 reviews)

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Kobani

Posted

Hello, is it possible to mark fixed spawn points on the map?

nivex

Posted

 @aimacak

1. i see no reason to add this since you can do this already by adding profiles for each base and using base loot tables for each profile. it is effectively the same thing. i advise against this due to my reasons below

2. loot is random already and #1 would make it even more random so there's no need for me to add this either

3. i disagree with this for the same reasons above and below

your suggestions promote instant gratification which I am against. this is really bad for player retention. if your loot table amounts are consistent with the rest of your server then there shouldn't be any issues. ignore players who say otherwise. you'll always have someone who complains regardless of what you do. it's never a good idea to cater to them as they will always bug you for more too.

players should have to raid multiple bases in order to profit over time. otherwise, they will get rich sooner, become bored, and log off of your server. this is why instant gratification is bad, and is ultimately why i disagree with all of your points.

@Kobani

spawns database plugin can draw them on your screen. there is nothing to add them to the map and players would be able to see them if that was added. plus it would not be good on performance

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aimacak

Posted (edited)

@nivex
that's the whole point, these are not the comments of the players, I wanted to make a chance of payback, and when I have such a spread in the amount of sulfur spent in the one level of the bases (like hard), then some houses simply will not be raided over time, so I wanted to be able to each house to do a random in its range, depending on the sulfur spent, I don't do a lot of rewards in houses, I completely agree with every word of yours 🙂

and u want check umod 😉 ty

Edited by aimacak
saintmichel13

Posted

hi @nivexcan i ask, which version had the working player made turrets can kill raidbase npcs? my players are complaining that they can't wait for the next update that fixes the issue. 

aimacak

Posted (edited)

1 hour ago, saintmichel13 said:

hi @nivexcan i ask, which version had the working player made turrets can kill raidbase npcs? my players are complaining that they can't wait for the next update that fixes the issue. 

i dont know what will be fixing, i already wrote what it work for me and u must check true pve, if u use it, and settings npc and dome in config RB and profiles

Edited by aimacak
saintmichel13

Posted

1 hour ago, aimacak said:

i dont know what will be fixing, i already wrote what it work for me and u must check true pve, if u use it, and settings npc and dome in config RB and profiles

i use nextgenpve and i didnt have this issue before. this only happened in the recent versions 

aimacak

Posted

17 minutes ago, saintmichel13 said:

i use nextgenpve and i didnt have this issue before. this only happened in the recent versions 

in data/profiles of each level, my settings:
 
"Allow Npcs To Leave Dome When Attacking": true,
    "Allow Npcs To Shoot Players Outside Of The Dome": true,
    "Allow Npcs To Play Catch When Equipped With Explosives": false,
    "Block Damage Outside To Npcs When Not Allowed To Leave Dome": true,
    "Block Damage Outside Of The Dome To Npcs Inside": false,

nivex

Posted

 @aimacaktruepve / nextgenpve isn't the issue. it defaults damage to truepve / nextgenpve because raidable bases is ignoring it

@saintmichel13

if (victim.skinID == 14922524 && weapon != null && RaidableBase.Has(weapon))

change that to:

if (victim.skinID == 14922524 && weapon != null && weapon.OwnerID == 0 && RaidableBase.Has(weapon))

 

saintmichel13

Posted

thank you implemented it. lets see if players complain.

aimacak

Posted

On 11/5/2022 at 12:49 AM, aimacak said:

@nivex
that's the whole point, these are not the comments of the players, I wanted to make a chance of payback, and when I have such a spread in the amount of sulfur spent in the one level of the bases (like hard), then some houses simply will not be raided over time, so I wanted to be able to each house to do a random in its range, depending on the sulfur spent, I don't do a lot of rewards in houses, I completely agree with every word of yours 🙂

and u want check umod 😉 ty

but what about it?;)

Zoreeno

Posted

Does the paid version of RadiableBases support custom display names for items in the loot tables? Our server has a ton of custom items that i would love to be able to insert into the RaidableBases loot tables, but a lot of the plugins that make our custom items work rely on matching item display names. In the free version i can apply a skin but not a custom display name. 

This is the one thing that keeps me hesitant from buying the full version. 

  • Like 1
aimacak

Posted

20 minutes ago, Zoreeno said:

Does the paid version of RadiableBases support custom display names for items in the loot tables? Our server has a ton of custom items that i would love to be able to insert into the RaidableBases loot tables, but a lot of the plugins that make our custom items work rely on matching item display names. In the free version i can apply a skin but not a custom display name. 

This is the one thing that keeps me hesitant from buying the full version. 

I agree, for example, I renamed the super card into a red access card in plugin Super Card from umod, but with a purple skin, so that the players would not have any questions

Kobani

Posted

Players have been getting the following message for the last hour when they want to buy a base.

You cannot buy a raid while the server is saving.

 

But the server doesn't save because I do it manually. Anyone an idea? Modreload does not help.

Neighigh

Posted

11 minutes ago, Kobani said:

Players have been getting the following message for the last hour when they want to buy a base.

You cannot buy a raid while the server is saving.

 

But the server doesn't save because I do it manually. Anyone an idea? Modreload does not help.

I've heard this come up before, not sure if it was above with a solution but I'm fairly certain restarting your server will fix the issue. We've gotten into the habit of restarting our server at regular times every day to clear memory data but it works well to remove persistent bugs like this as well. 
If my memory serves right, this can happen when another function during saving gets hung up and ceases to complete. So reloading the plugin won't help. There could be a way to stop save functions via commands but I'm unaware of any that exist.

  • Like 1
TeamDolny

Posted

I am using TruePVE and DMBuildingBlocks plugins to prevent damage to player bases, but my Raidable Bases are also not taking any damage when attacked, even with C4.  I have turned on PVP settings on all profiles in Raidable Bases, but there is still no damage.  Is there a way to have it set so the Raidable Bases can take damage but player bases stay undamaged?

aimacak

Posted

45 minutes ago, TeamDolny said:

I am using TruePVE and DMBuildingBlocks plugins to prevent damage to player bases, but my Raidable Bases are also not taking any damage when attacked, even with C4.  I have turned on PVP settings on all profiles in Raidable Bases, but there is still no damage.  Is there a way to have it set so the Raidable Bases can take damage but player bases stay undamaged?

why do you use 2 plugins, if one (true pve) does your job perfectly, I think the DMBuildingBlocks does not see the raid base zone, so they do not receive damage.

  • Like 1
TeamDolny

Posted

8 minutes ago, aimacak said:

why do you use 2 plugins, if one (true pve) does your job perfectly, I think the DMBuildingBlocks does not see the raid base zone, so they do not receive damage.

Thanks for your reply.  Yes, that is one area where I am not sure about because when I only had TruePVE installed, it didn't seem to be protecting things, but when I added the other plugin, things were protected.  I am new to TruePVE, so I am not sure how to get it protecting things correctly.  If I only have TruePVE on the server, should Raidable Bases ignore the protections then?  Thanks for any help you can provide.

 

aimacak

Posted

3 hours ago, TeamDolny said:

Thanks for your reply.  Yes, that is one area where I am not sure about because when I only had TruePVE installed, it didn't seem to be protecting things, but when I added the other plugin, things were protected.  I am new to TruePVE, so I am not sure how to get it protecting things correctly.  If I only have TruePVE on the server, should Raidable Bases ignore the protections then?  Thanks for any help you can provide.

 


Yeah, RaidableBases Ignore true pve settings. I think, that its all that u need, my flags in true pve config:
"SelfDamage, AuthorizedDamage, TwigDamage, NoHeliDamageQuarry, HumanNPCDamage, LockedBoxesImmortal, LockedDoorsImmortal, SamSitesIgnorePlayers, TrapsIgnorePlayers, TurretsIgnorePlayers, NoHeliDamageRidableHorses",

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nivex

Posted

@aimacakwhat about what?

@Zoreenoyup you can set custom name using the name property in premium loot tables

@Kobanithis means your server failed to save properly. this is really bad. you can use /rb savefix and then should save and restart immediately. this is not caused by rb but i did add the command for convenance. likewise there's a command if you cancel a server restart, /rb ignore_restart

@TeamDolnytruepve protects buildings by default. delete your config and use the default configuration. however, beside that, any plugin can use CanEntityTakeDamage hook to tell truepve what to do. this is what raid bases does.

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aimacak

Posted

@nivex

about solving the problem with loot in the bases, between which the spread in costs is between 65k-180k sulfur, although they are all is is hard difficult.

I personally raided all the easy and medium bases, made some houses lighter, some houses strengthened, but I wouldn’t want to spend a huge amount of time on other difficulty levels, becouse its so big for remake it, and when building new bases, it’s hard to immediately calculate the cost of their raid .. therefore, for me Look, it would be very useful to make it possible to put loot on a specific house, well, just check, for example, when spawning for the name of the inserted building, and if the name is in the list, then fill from the table with the same name as the building.
no less useful than somehow adjusting the display name for custom things that @Zoreeno wrote about above.
Thanks 😉

p.s.

sorry again, but i need same little fix or explain 'how i can' in truepve with zombies, heli and bradley, please, i beg you very much🥹

BadLandPVE

Posted

hi, I need help . I'm using base_loot for base items and it works fine on all profiles except nightmare bases. on those ones , the loot multiplies from base_loot x3 or x4 , and the profile multiplier is x1. I don't know what could be wrong, it's just that profile

nivex

Posted (edited)

40 minutes ago, BadLands said:

hi, I need help . I'm using base_loot for base items and it works fine on all profiles except nightmare bases. on those ones , the loot multiplies from base_loot x3 or x4 , and the profile multiplier is x1. I don't know what could be wrong, it's just that profile

heya. well the plugin is not going to spawn what isn't configured. so it would be the loot multiplier, the loot table, or the items are contained in the copypaste files themselves which you can verify by using /paste filename

last but not least it can be the buyable permission multipliers.

  "Loot Amount Multiplier": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0,

 

Edited by nivex
aimacak

Posted

39 minutes ago, BadLands said:

hi, I need help . I'm using base_loot for base items and it works fine on all profiles except nightmare bases. on those ones , the loot multiplies from base_loot x3 or x4 , and the profile multiplier is x1. I don't know what could be wrong, it's just that profile

try backup nightmare profile, and copy config of any other level, rename it how nightmare, and check loot, i think loot will be x1 🙂

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BadLandPVE

Posted

18 hours ago, nivex said:

heya. well the plugin is not going to spawn what isn't configured. so it would be the loot multiplier, the loot table, or the items are contained in the copypaste files themselves which you can verify by using /paste filename

last but not least it can be the buyable permission multipliers.

  "Loot Amount Multiplier": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0,

 

What i mean is, those are the files im using for nightmare bases, but when base spawns the loot inside is 400 rocket basic, 300 c4.... and i dont know why dont take loot from cfg, thanks for your help guys

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Desktop Screenshot 2022.11.11 - 18.54.02.21.png

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