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Raidable Bases 2.9.2

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Hello 
I have a problem when a player tries to enter the bubble, he gets thrown out of the bubble .                                                                                                             how to solve it thank you ?

Edited by jordandu59450
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43 minutes ago, jordandu59450 said:

Hello 
I have a problem when a player tries to enter the bubble, he gets thrown out of the bubble .                                                                                                             how to solve it thank you ?

it might be the case that the user is not a part of the team or clan. Have you checked your settings if a user is allowed to participate if you are a non owner of the raid? 

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15 hours ago, jordandu59450 said:

Hello 
I have a problem when a player tries to enter the bubble, he gets thrown out of the bubble .                                                                                                             how to solve it thank you ?

yes, as GamingHQ said, this does not happen if they're teammates.

 

profiles:
  "Eject Enemies From Locked PVE Raids": true,
  "Eject Enemies From Locked PVP Raids": false,

config:
      "Bypass Lock Treasure To First Attacker For PVE Bases": false,
      "Bypass Lock Treasure To First Attacker For PVP Bases": false,
      "Lock Players To Raid Base After Entering Zone": false,
      "Lock Treasure To First Attacker": true,

 

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Just a quick question I have in my data folder RaidableBases_UID.json file what is this? It has over 10k worth of numbers in it. 142kb file thank you

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@TwoShoesthat contains the uid of each entity spawned by CopyPaste for use with Raidable Bases so that it can delete them on a server restart if they were not despawned either during a server crash or during a normal restart.

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8 hours ago, nivex said:

@TwoShoesthat contains the uid of each entity spawned by CopyPaste for use with Raidable Bases so that it can delete them on a server restart if they were not despawned either during a server crash or during a normal restart.

which technically just fails then? ( when it comes on my ticket ) 

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@GamingHQno, not necessarily. it could be many things. i've fixed 2 issues in next update so hopefully one of those fixes resolves your problem.

libgdiplus is a required library on all linux machines as it converts byte arrays into bitmap format. not having this will definitely cause spawn and/or despawn issues. if missing this library then your host must install this critical library and in most cases requires the machine to be restarted.

Edited by nivex
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hello. Can someone help me to fix this?

Calling hook OnSamSiteTarget resulted in a conflict between the following plugins: TruePVE - False (Boolean), RaidableBases (True (Boolean))
THANKS

Edited by BadLands
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Since a recent update it seems that player vehicles (perhaps just cars) get forcefully ejected from the bubble / are not allowed to enter it. Is there a new setting for this?

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@BadLandsits fixed in next update. couldve sworn I said that already 😄

@NoxiousPluKthose settings are in the config under Eject Mounts. its not new

Edited by nivex
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So I'm having an issue wondering if you can help. I use Map Note Teleport on (UMod) the commands are "mnt" and "mapnoteteleport" the bind key for turning this on and off is "mnt t" I added all these to the blacklist and reloaded the config, and also tried reloaded to RB completely but it still allows the VIP players with permissions to teleport into raidbases. An Idea how to make this NOT allow them to TP into RB's ? Thanks

 

On a side note you have to open the map to use this command .. Wondering if it's a showmap+ the command ?

Edited by TwoShoes
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11 hours ago, nivex said:

 

@NoxiousPluKthose settings are in the config under Eject Mounts. its not new

I wonder if something broke then? Because its all disabled and always has been (we've never used this):
image.png.6401a9ba7480ce3da46f200b031b21c6.png

We also don't have paid raids or any of that.

(AH: I see now that Campers appeared in that list ever since they were added - will set those to false as well. Perhaps all complains were from people using campers. Thanks!)

Edited by NoxiousPluK
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I've noticed a couple of raid bases have their domes overlapping. Is there a setting that adjusts the distance each base must spawn away from another raid? 

 

Overlap.jpg

Edited by RoxyGal
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8 minutes ago, RoxyGal said:

I've noticed a couple of raid bases have their domes overlapping. Is there a setting that adjusts the distance each base must spawn away from another raid? 

 

Overlap.jpg

config

      "Spawn Bases X Distance Apart": XXX

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20 hours ago, TwoShoes said:

So I'm having an issue wondering if you can help. I use Map Note Teleport on (UMod) the commands are "mnt" and "mapnoteteleport" the bind key for turning this on and off is "mnt t" I added all these to the blacklist and reloaded the config, and also tried reloaded to RB completely but it still allows the VIP players with permissions to teleport into raidbases. An Idea how to make this NOT allow them to TP into RB's ? Thanks

 

On a side note you have to open the map to use this command .. Wondering if it's a showmap+ the command ?

Allow Teleport false will block this, but only if they teleport above a foundation. otherwise Map Note Teleport would need to use the EventTerritory(Vector3) API.

 

16 hours ago, NoxiousPluK said:

I wonder if something broke then? Because its all disabled and always has been (we've never used this):

likely campers yes, but

 

there are many reasons players can be ejected and it does not matter if they're mounted or not. such as having a lockout, hogging raids, entering a base owned by another player, etc etc

13 hours ago, BadLands said:

Thanks and sorry i forgot already asked.

lol no problem. I don't know who it was that asked anyway.

4 hours ago, RoxyGal said:

"Spawn Bases X Distance Apart": XXX

this value should be no less than double of your Protection Radius setting or this can happen. I recommend setting it between 100-150 if Protection Radius is 50.

Edited by nivex
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hello ni,

Buyable bases use individual cooldowns.
Buying 1 only applies cooldown to 1.

Therefore, I would like you to add a function that applies cooldown to all 1 to 6 even if only one of 1 to 6 is purchased.

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Since the new update, shotgun traps in a spawned base are able to shoot through twig without damaging the twig itself. Players are still able to damage the twig and the rest of the base though. I haven't changed any config settings, so was wondering if this was a setting changed in the new update? The reason I'm asking is because I have a base with a twig floor that gets shot out, trapping the players in a pit. Love the stability fix, it works amazingly!

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11 hours ago, MooDDang said:

hello ni,

Buyable bases use individual cooldowns.
Buying 1 only applies cooldown to 1.

Therefore, I would like you to add a function that applies cooldown to all 1 to 6 even if only one of 1 to 6 is purchased.

Added in next update

7 hours ago, Shneid said:

Since the new update, shotgun traps in a spawned base are able to shoot through twig without damaging the twig itself. Players are still able to damage the twig and the rest of the base though. I haven't changed any config settings, so was wondering if this was a setting changed in the new update? The reason I'm asking is because I have a base with a twig floor that gets shot out, trapping the players in a pit. Love the stability fix, it works amazingly!

change:
            if (!attacker.IsReallyValid())
            {
                return null;
            }

to:

            if (!attacker.IsReallyValid())
            {
                return hitInfo.Initiator.IsNull() || RaidableBase.Has(hitInfo.Initiator) ? true : (object)null;
            }

this is the result of other bugs which were fixed.

this happens now because the current unchanged code still returns null which tells TruePVE to handle it. the damage is blocked by TruePVE because there are no flags or rules allowing it (and there shouldn't be, but TwigDamage would allow it if not paired with TwigDamageRequiresOwnership).

the fixed code tries to handle the damage itself by checking for no initiator or if the initiator belongs to the base and failing that it will let TruePVE handle it. I could very likely just return true and be fine but I'd rather cover any potential overlooked edge cases.

took me several hours to figure all these details out for something so simple in the end. that's generally how it goes lol. anyway, I figured an explanation would help server owners like you to learn a bit about code so they can dabble in it themselves. it's quite fun =p

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11 hours ago, nivex said:

Added in next update

change:
            if (!attacker.IsReallyValid())
            {
                return null;
            }

to:

            if (!attacker.IsReallyValid())
            {
                return hitInfo.Initiator.IsNull() || RaidableBase.Has(hitInfo.Initiator) ? true : (object)null;
            }

this is the result of other bugs which were fixed.

this happens now because the current unchanged code still returns null which tells TruePVE to handle it. the damage is blocked by TruePVE because there are no flags or rules allowing it (and there shouldn't be, but TwigDamage would allow it if not paired with TwigDamageRequiresOwnership).

the fixed code tries to handle the damage itself by checking for no initiator or if the initiator belongs to the base and failing that it will let TruePVE handle it. I could very likely just return true and be fine but I'd rather cover any potential overlooked edge cases.

took me several hours to figure all these details out for something so simple in the end. that's generally how it goes lol. anyway, I figured an explanation would help server owners like you to learn a bit about code so they can dabble in it themselves. it's quite fun =p

Awesome, the code works perfectly. I am very grateful for the explanation, though I don't have the slightest idea how to code lol. My first thought was that it had something to do with the TwigDamage flag in TruePVE, but I have it included in my TruePVE flags (to encourage proper building habits), so I dismissed it as a possibility. Thanks for the fix Nivex!

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I downloaded the latest version of the plugin and now players can't destroy stairs. That is, players can close their passage with a ladder, and even C4 cannot destroy the ladder. Tell me what to do?6uaYtamGjEI.jpg?size=1920x1080&quality=9

Edited by Vasilyi Yrupin
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