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Raidable Bases 2.9.2

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if you want to allow ladder damage on the entire server then you may add BaseLadder to the dispensers entity group in the TruePVE config, or any other entity group that is allowed to take damage

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On 2/1/2023 at 3:21 AM, aimacak said:

@nivexhi, after update semi rifle dont reload in turrets, ammo in config 256, but with ak all work fine, thanks

semi rifle reloads fine. authorizing on the turret or TC, or killing the TC will prevent the weapons from reloading but that is intended

Edited by nivex
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On 1/31/2023 at 11:26 PM, Vasilyi Yrupin said:

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

possible u have a plugin active with the prevention of using wooden ladders and twig foundations on other player made bases? ( just wildly thinking here for possible cause ) 

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1 hour ago, GamingHQ said:

possible u have a plugin active with the prevention of using wooden ladders and twig foundations on other player made bases? ( just wildly thinking here for possible cause ) 

thank you. the issue is that ladders built by the plugin are not taking damage. the plugin ignores it, thinking it's not part of the event, and lets TruePVE handle it instead. it doesn't affect normal ladders.

it's entirely possible that the damage is allowed by another plugin (such as TruePVE rulesets or flags) so you may or may not have this issue. this bug is fixed in the next update, and I posted the fix a few posts back if you'd like to see it.

Edited by nivex
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6 hours ago, nivex said:

semi rifle reloads fine. authorizing on the turret or TC, or killing the TC will prevent the weapons from reloading but that is intended

I just updated the plugin, I didn’t do anything else, I’m writing you a feedback that the semi-automatic rifle is not reloading, on the first approach to the base, when you don’t even touch the bots, the turret fires 1 to both in the amount of 16 rounds, and no longer shoots , because there is no reloading, there is no such problem with ak.

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7 hours ago, aimacak said:

I just updated the plugin, I didn’t do anything else, I’m writing you a feedback that the semi-automatic rifle is not reloading, on the first approach to the base, when you don’t even touch the bots, the turret fires 1 to both in the amount of 16 rounds, and no longer shoots , because there is no reloading, there is no such problem with ak.

tested this twice and no issues until I auth on TC or destroy TC.

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18 hours ago, nivex said:

tested this twice and no issues until I auth on TC or destroy TC.

its so strange,but..thanks .. 

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15 hours ago, aimacak said:

its so strange,but..thanks .. 

I suggest using Entity Owner plugin on the TC when this happens. other plugins can auth you automatically, which would cause this issue.

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Not sure if I have found a bug or if this is normal (Read Below)

So, after players on the server finish a Raid of any difficulty and if they leave any loot behind when the base despawns it leaves all the loot left behind just sitting on the ground? Is that how it's suppose to be?

Cause the issue is people are waiting for a team to complete it and hide until it despawns and then grabs the scrap loot like rats. 

Any advice would be greatly appreciated 

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yes, that is intended, you can prevent it by enabling Despawn Dropped Loot Bags From Raid Boxes When Base Despawns @MrChubbyFingerz

Edited by nivex
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So one more issue that I can't figure out. We restarted the server now all the bases are spawning as Normal Raidable... Yet they still spawning as Easy and hard builds etc but on the map it says Normal Raidable

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12 hours ago, MrChubbyFingerz said:

So one more issue that I can't figure out. We restarted the server now all the bases are spawning as Normal Raidable... Yet they still spawning as Easy and hard builds etc but on the map it says Normal Raidable

Did you went from a free version to a paid version of raidable bases? possible it could be due to the language file? 

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yes, that would be the free version. make sure Rust Server Manager, some host web panel uMod updater, or whatever updater you have is not overwriting the paid version =\

unfortunately, that wiped out your premium settings. the free version does not have those settings so they would not exist anymore. you can simply reinstall your tier package to fix that. only the  oxide/config/RaidableBases.json and oxide/data/RaidableBases/Profiles would need reinstalled.

@MrChubbyFingerz

thanks @GamingHQ

Edited by nivex
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11 hours ago, nivex said:

yes, that would be the free version. make sure Rust Server Manager, some host web panel uMod updater, or whatever updater you have is not overwriting the paid version =\

unfortunately, that wiped out your premium settings. the free version does not have those settings so they would not exist anymore. you can simply reinstall your tier package to fix that. only the  oxide/config/RaidableBases.json and oxide/data/RaidableBases/Profiles would need reinstalled.

@MrChubbyFingerz

thanks @GamingHQ

Worked thanks for the amazing customer service!

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I've been asked by many of my players if you can have have a multiple tool cupboard base I don't know the answer to this can you? I never tired

Edited by TwoShoes
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9 hours ago, TwoShoes said:

I've been asked by many of my players if you can have have a multiple tool cupboard base I don't know the answer to this can you? I never tired

nah i removed that sometime ago. i will reimplement it in the future though

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In the Logfile raidablebases_despawn-*.txt you are logging the despawn time from each base. Is it possible to view/log the starting time also? It would be nice to see how long each base will take to raid.
Unfortunately the console log does not log any timestamp which would also help in this case 🤷‍♂️

Edited by Dr.D.Bug
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15 hours ago, nivex said:

nah i removed that sometime ago. i will reimplement it in the future though

Cool thank you for the response.. At least now I know  

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Hello again Nivex.

 

I am having a weird issue with some bases and auto turrets. Some turrets fill up with ammo, others don't. I have the plugin set to remove all former weapons from turrets, put pythons in and add 128 pistol bullets to each turret. I am wondering if the base gets rather large and has a ton of turrets, that maybe the plugin doesn't keep up and fills only some turrets? Attached is an example of a base where I am having this issue. After despawning and respawning the same base multiple times, I found that the same turrets get filled and the same turrets don't get filled.

I have heard some reports of this happening at easier bases than this, though there hasn't been a set example pointed out to me yet.

image.thumb.png.d658a9cfbcabc0462b2f3dfb0d612e01.png

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@Dr.D.Bugsure, added in next update

@TwoShoesnp

@Shneidhello. are you using 2.6.7? ill check it out.

edit:

the turret will not fill or refill ammo if one of the following conditions is triggered:

1. if anyone tries to loot it at ANY point when Allow Players To Loot Traps is enabled, or

2. if you become authorized on the turret or TC by any means, including by another plugin such as DynamicCupShare or other Auto Auth plugins.

either condition will completely prevent the fill/refill method from being used. this is intentional to stop any infinite ammo exploits. admins and users with the raidablebases.canbypass permission are excluded in the next update. 

if this isn't the case then I can look into it further

just keep in mind that #1 will stop the turret from refilling if you try to loot the turret at any point, as will authing.

Edited by nivex
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8 hours ago, nivex said:

@Dr.D.Bugsure, added in next update

@TwoShoesnp

@Shneidhello. are you using 2.6.7? ill check it out.

edit:

the turret will not fill or refill ammo if one of the following conditions is triggered:

1. if anyone tries to loot it at ANY point when Allow Players To Loot Traps is enabled, or

2. if you become authorized on the turret or TC by any means, including by another plugin such as DynamicCupShare or other Auto Auth plugins.

either condition will completely prevent the fill/refill method from being used. this is intentional to stop any infinite ammo exploits. admins and users with the raidablebases.canbypass permission are excluded in the next update. 

if this isn't the case then I can look into it further

just keep in mind that #1 will stop the turret from refilling if you try to loot the turret at any point, as will authing.

The issue presents itself before raiders even enter the base, so no one is authed on TC, nor have any raiders tried to loot any traps. As soon as the base spawns, I enter the base and unvanish, some turrets continuously shoot me while reloading and others shoot one round and dud out. Then I auth on TC and uplug the turrets to see what is going on, and some have ammo and others don't.

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Question: Cooldowns

I'm not sure if this question has already been asked here, so apologies if this is a duplicate post. Unfortunately I haven't found an answer on this yet.
...
What does the cooldown between two bases of the same level mean? Is it the time between the completion of one base to the beginning of a new base, or is it the time between the beginning of one base and the beginning of another base of the same level?
...
So far, it would be plausible for me that the cooldown is the time between the completion (inclusive or exclusive despawn - in addition to this question) of a base and the beginning of a new base.
 

pls. help 😩

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20 hours ago, nivex said:

which cooldown @Dr.D.Bug

The cooldowns in section "Cooldowns (0 = No Cooldown)" in RaidableBases.json
for "Normal Users":
...

for example...
 

        "Nightmare": {

          "VIP Permission: raidablebases.vipcooldown": 1800.0,

          "Admin Permission: raidablebases.allow": 0.0,

          "Server Admins": 0.0,

          "Normal Users": 1800.0

        }

Edited by Dr.D.Bug
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