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Raidable Bases 2.9.7

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thinking left side might be the common denominator, like its picking the first 5 it sees rather than random selection

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14 hours ago, nivex said:

you need to update raid bases @Sveervoox

I posted an update many hours before the Rust update to avoid this =p

I did update raid bases, pre update, and waited for the update before loading. 

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1 hour ago, iMonkey said:

thinking left side might be the common denominator, like its picking the first 5 it sees rather than random selection

Same here. 

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8 hours ago, iMonkey said:

thinking left side might be the common denominator, like its picking the first 5 it sees rather than random selection

You can set your config setting "Spawn Bases X Distance Apart" to something high like 1000 and it will make them spread out. Could probably go much higher than 1000 depending on your map size. This worked for us until Nivex can get it fixed up. 

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5 minutes ago, Zoreeno said:

You can set your config setting "Spawn Bases X Distance Apart" to something high like 1000 and it will make them spread out. Could probably go much higher than 1000 depending on your map size. This worked for us until Nivex can get it fixed up. 

nice outside the box thinking, i like it! thank you for the suggestion!

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good suggestion @Zoreenoit appears the rng is generating in sequence for some reason suddenly

@Sveervooxya but that error means you need to update since that was what the Rust update broke, and I fixed that

Edited by nivex
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Hello, I am not good at English Please understand. 

If you attempt to run the plug-in after initialization on Thursday,  " Unknown command : buyraid " 

The corresponding error message appears. There is no modification in the cs file. The error below is an error when reloading.  I'd like to know the cause Can you check it?

I was using the developer's plug-in well, but it suddenly didn't run this season, so I'm waiting, but I don't know how to solve it. I'm sorry

12/05 18:31:11 | >>> o.reload RaidableBases
12/05 18:31:15 | Error while compiling: RaidableBases.cs(2680,24): error CS1501: No overload for method `Init' takes `14' arguments

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8 minutes ago, gama said:

Hello, I am not good at English Please understand. 

If you attempt to run the plug-in after initialization on Thursday,  " Unknown command : buyraid " 

The corresponding error message appears. There is no modification in the cs file. The error below is an error when reloading.  I'd like to know the cause Can you check it?

I was using the developer's plug-in well, but it suddenly didn't run this season, so I'm waiting, but I don't know how to solve it. I'm sorry

12/05 18:31:11 | >>> o.reload RaidableBases
12/05 18:31:15 | Error while compiling: RaidableBases.cs(2680,24): error CS1501: No overload for method `Init' takes `14' arguments

image.png.27d8ffba96d4971d5832ca1043307d69.png

^^^ Click this.

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16 minutes ago, Zoreeno said:

image.png.27d8ffba96d4971d5832ca1043307d69.png

^^^ Click this.

oh... The server administrator purchased it and is currently in the military, so it cannot be downloaded...

Is there any other way?

 We can also email you your plug-in file...

The buyer's nickname is Kronos or Pioneer 

image.png.984f146a613856d4018cb50392a40b8d.png

Edited by gama
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1 hour ago, gama said:

The server administrator purchased it and is currently in the military, so it cannot be downloaded...

You'll need to wait for Nivex (the author) to help you with that. 

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Just now, Zoreeno said:

You'll need to wait for Nivex (the author) to help you with that. 

Then do I have to wait for the ripple here? Or should I make an inquiry through another SNS?

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14 minutes ago, gama said:

Then do I have to wait for the ripple here?

You can open a support ticket and wait for the author to assist. 

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1 hour ago, Zoreeno said:

You can open a support ticket and wait for the author to assist. 

I'm really sorry, there is no button to leave a message on the support page. Can't the developer leave a comment on this page?

Edited by gama
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@gamaonly the person who purchased may download the update

you can fix it yourself:

                Senses.Init(
                    owner: GetEntity(),
                    memoryDuration: 5f,
                    range: 50f,
                    targetLostRange: 75f,
                    visionCone: -1f,
                    checkVision: false,
                    checkLOS: true,
                    ignoreNonVisionSneakers: true,
                    listenRange: 15f,
                    hostileTargetsOnly: false,
                    senseFriendlies: false,
                    ignoreSafeZonePlayers: false,
                    senseTypes: EntityType.Player,
                    refreshKnownLOS: true
                );

change that to this (you are just adding a line)

                Senses.Init(
                    owner: GetEntity(),
                    brain: this,
                    memoryDuration: 5f,
                    range: 50f,
                    targetLostRange: 75f,
                    visionCone: -1f,
                    checkVision: false,
                    checkLOS: true,
                    ignoreNonVisionSneakers: true,
                    listenRange: 15f,
                    hostileTargetsOnly: false,
                    senseFriendlies: false,
                    ignoreSafeZonePlayers: false,
                    senseTypes: EntityType.Player,
                    refreshKnownLOS: true
                );

 

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1 hour ago, nivex said:

@gamaonly the person who purchased may download the update

you can fix it yourself:

                Senses.Init(
                    owner: GetEntity(),
                    memoryDuration: 5f,
                    range: 50f,
                    targetLostRange: 75f,
                    visionCone: -1f,
                    checkVision: false,
                    checkLOS: true,
                    ignoreNonVisionSneakers: true,
                    listenRange: 15f,
                    hostileTargetsOnly: false,
                    senseFriendlies: false,
                    ignoreSafeZonePlayers: false,
                    senseTypes: EntityType.Player,
                    refreshKnownLOS: true
                );

change that to this (you are just adding a line)

                Senses.Init(
                    owner: GetEntity(),
                    brain: this,
                    memoryDuration: 5f,
                    range: 50f,
                    targetLostRange: 75f,
                    visionCone: -1f,
                    checkVision: false,
                    checkLOS: true,
                    ignoreNonVisionSneakers: true,
                    listenRange: 15f,
                    hostileTargetsOnly: false,
                    senseFriendlies: false,
                    ignoreSafeZonePlayers: false,
                    senseTypes: EntityType.Player,
                    refreshKnownLOS: true
                );

 

Thank you very much. I think our server people will really like it. This plug-in is the same as our server main 🙂

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My players get a lockout when they complete the raid, but when the raid despawns their timer resets. Is there a way to prevent this? I only want them to get a lockout timer after completing the raid.

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4 hours ago, Delco6467 said:

My players get a lockout when they complete the raid, but when the raid despawns their timer resets. Is there a way to prevent this? I only want them to get a lockout timer after completing the raid.

Do you have this setting set to true? If yes, change it to false. Could be it. 

 

      "Assign Lockout When Lock Treasure Max Inactive Time Expires": false,

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Hello! 🙂 I have added a list of seasonal names for my Raidable Bases NPCs in each of the 5 profiles but the only place that the names show up is in the console when it is killed by a player. The name doesn't display on the NPC corpse (it says scientist) or anywhere else. Is there a way to remedy this short of installing a plugin like Death Notes? Thank you for the help!

P.S. I know I'm gonna sound like such a suckup here but I don't care. I think this plugin is the best thing to ever happen to Rust PVE. Thank you Nivex.

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7 hours ago, Zoreeno said:

Do you have this setting set to true? If yes, change it to false. Could be it. 

 

      "Assign Lockout When Lock Treasure Max Inactive Time Expires": false,

I have it set to false. It must be something else.

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@RepeatPete

 },
    "Random Names": [
      "Dasher",
      "Dancer",
      "Prancer",
      "Vixen",
      "Comet",
      "Cupid",
      "Donner",
      "Blitzen",
      "Rudolph",
      "Santa",
      "Mrs. Claus",
      "Tiny Tim",
      "Grinch",
      "Cindy Lou Who",
      "Ebenezer Scrooge",
      "Bob Cratchit",
      "Ralphie",
      "George Bailey",
      "Clark Griswold",
      "Jack Frost",
      "Frosty",
      "Yukon Cornelius",
      "Buddy"
    ],
    "Enabled": true,
 

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Looks good to me, I work json a lot more than I do c#. Someone better at c# might be able to fact-check me. The bit in the code where it checks for random names seems like it's not evaluating with a if/then kind of check
 

npc.displayName = Options.NPC.RandomNames.Count > 0 ? Options.NPC.RandomNames.GetRandom() : RandomUsernames.Get(npc.userID);

 

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12 hours ago, Delco6467 said:

My players get a lockout when they complete the raid, but when the raid despawns their timer resets. Is there a way to prevent this? I only want them to get a lockout timer after completing the raid.

lockout timers don't reset. it is given either when it ends or when it despawns depending on when they were flagged as a raider but not both.

5 hours ago, Xandra said:

Hello! 🙂 I have added a list of seasonal names for my Raidable Bases NPCs in each of the 5 profiles but the only place that the names show up is in the console when it is killed by a player. The name doesn't display on the NPC corpse (it says scientist) or anywhere else. Is there a way to remedy this short of installing a plugin like Death Notes? Thank you for the help!

P.S. I know I'm gonna sound like such a suckup here but I don't care. I think this plugin is the best thing to ever happen to Rust PVE. Thank you Nivex.

I've attempted to fix this but short of overriding the override for OverrideCorpseName there is no guaranteed fix, and there's simply no reason to do this as it would break a lot of other code to accomplish that. hopefully my workaround is enough for you.

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