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Raidable Bases 2.9.2

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10 hours ago, nivex said:

@Shneid can check it out again but I haven't had this issue no matter the size of the base. send me one of your problematic bases and Ill check it out too

perhaps there's an issue with your server. you can test this by replacing 

turret.inventory.AddItem(attachedWeapon.primaryMagazine.ammoType, p, 0uL);

with

turret.inventory.AddItem(attachedWeapon.primaryMagazine.ammoType, p, 0uL, ItemContainer.LimitStack.None);

I replaced this line of code you mentioned. Now the turrets do reload at nightmares, but only when I set the config to infinite ammo for auto turrets. So weird lol, but I can work with this. Does this mean my server is the problem?

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well they're not supposed to reload if they don't have infinite ammo

they should be given ammo one time initially though. is that what you're saying isnt happening now?

how much ammo are you trying to spawn in the turret?

and what is the stacksize on your server for this ammo type? @Shneid

 

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When I spawn buyable bases, I tend to spawn too close like screenshot.

Is there an option to increase the spawn distance?

1111631613163163.jpg

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On 3/6/2023 at 5:36 PM, nivex said:

image.thumb.png.db82eb2666744a36352f6c5dfb8f194a.png

i dont understand how i can make so beauty menu 😞
difficulty text color work only for cost, like ($250)
use contrast text work only for cost, like ($250)
text button of difficulty work, but text of difficulty, like "Nightmare" always take color from color on map, how i can make it all white, like on u screenshots?:(
may be trouble in russian text? I don't have a lowercase word "кошмарная" anywhere in the language file or config...
    "Buyable Events UI": {
      "Enabled": true,
      "Offset Min": "-34.159 86.718",
      "Offset Max": "179.959 254.682",
      "Panel Alpha": 0.98,
      "Cursor Enabled": false,
      "Background Color": "#252121",
      "Title Background Color": "#000000",
      "Button Alpha": 1.0,
      "X Text Color": "#000000",
      "Font Size": 14,
      "Use Contrast Colors For Text Color": false,
      "Use Difficulty Colors For Buttons": false,
      "X Button Color": "#497CAF",
      "Easy Button Color": "#497CAF",
      "Easy Text Color": "#FFFFFF",
      "Medium Button Color": "#497CAF",
      "Medium Text Color": "#FFFFFF",
      "Hard Button Color": "#497CAF",
      "Hard Text Color": "#FFFFFF",
      "Expert Button Color": "#497CAF",
      "Expert Text Color": "#000000",
      "Nightmare Button Color": "#497CAF",
      "Nightmare Text Color": "#FFFFFF"
    }, 

image.pngimage.png.bfac75c19d485ba215dd717e0df0b89c.pngimage.png.68093b8698d974fcf3deb8a509e950ef.png

Edited by aimacak
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@aimacak

it's using the text from your language file. ModeEasy, ModeMedium, ModeHard, ModeExpert, ModeNightmare. you have colors in those messages, so it's going to show them.

string text = Instance.lang.GetLanguage(userid) != "en" ? mx($"Mode{mode}", userid) : mx($"Mode{mode}", userid).SentenceCase();

you would need to change that to:

string text = rf(Instance.lang.GetLanguage(userid) != "en" ? mx($"Mode{mode}", userid) : mx($"Mode{mode}", userid).SentenceCase());

 

will note the flame turret down.

Edited by nivex
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1 hour ago, nivex said:

@aimacak

it's using the text from your language file. ModeEasy, ModeMedium, ModeHard, ModeExpert, ModeNightmare. you have colors in those messages, so it's going to show them.

string text = Instance.lang.GetLanguage(userid) != "en" ? mx($"Mode{mode}", userid) : mx($"Mode{mode}", userid).SentenceCase();

you would need to change that to:

string text = rf(Instance.lang.GetLanguage(userid) != "en" ? mx($"Mode{mode}", userid) : mx($"Mode{mode}", userid).SentenceCase());

 

will note the flame turret down.

thanks, it work ❤️
image.png.798c5ac08d670f7b6fc9b37937cd457d.png

may be u can make 1st letter bigger? thanks 🙂 
and...why is the cross (close, X) not in the middle of the circle? 🙂

Edited by aimacak
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it all must use the same size

its anchored to the middle center. it appears off because its a special character. ⓧ

 

Edited by nivex
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2 minutes ago, nivex said:

it all must use the same size

its anchored to the middle center. it appears off because its a special character. ⓧ

 

yeah, but all words that i use in lang flle begin with bigger letter 😞 and on map its all with bigger latter..

Edited by aimacak
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@aimacak

string text = rf(Instance.lang.GetLanguage(userid) != "en" ? mx($"Mode{mode}", userid) : mx($"Mode{mode}", userid).SentenceCase());

right, I forgot people use English language file instead of their own language file. but why is that the case?
change to:

string text = rf(mx($"Mode{mode}", userid));
if (GetRaidableMode(text) != RaidableMode.Random)
{
    text = text.SentenceCase();
}

proper way to do this is to set the server language using oxide.lang

Edited by nivex
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20 minutes ago, nivex said:

@aimacak

string text = rf(Instance.lang.GetLanguage(userid) != "en" ? mx($"Mode{mode}", userid) : mx($"Mode{mode}", userid).SentenceCase());

right, I forgot people use English language file instead of their own language file. but why is that the case?
change to:

string text = rf(mx($"Mode{mode}", userid));
if (GetRaidableMode(text) != RaidableMode.Random)
{
    text = text.SentenceCase();
}

proper way to do this is to set the server language using oxide.lang

I am using an English file and duplicating its contents into Russian, due to the fact that only making changes to it (eng file) gave a result. no reproach to you, but nowhere else have I seen such a strong garter under oxide.lang ru.
but I also didn’t want to experiment with the transition of oxide to Russian until I did 🙂
thanks)

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you just need to add the new language messages from English to Russian file with each update. there's no issue with having to do that since you are going to translate the new messages regardless

Edited by nivex
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13 hours ago, nivex said:

you just need to add the new language messages from English to Russian file with each update. there's no issue with having to do that since you are going to translate the new messages regardless

when I just translate the text in a Russian file, the plugin does not take all the values from it, for example, the names of the base levels that are indicated on the map.
We already tried to figure it out a long time ago, but I decided that it would be easier for everyone if I just use the English file, also because I myself could make some mistake 🙂

Edited by aimacak
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3 hours ago, aimacak said:

when I just translate the text in a Russian file, the plugin does not take all the values from it, for example, the names of the base levels that are indicated on the map.
We already tried to figure it out a long time ago, but I decided that it would be easier for everyone if I just use the English file, also because I myself could make some mistake 🙂

its not the plugin. you must have all the messages in each language file for each language that you support

if using ru language primarily then you would set the server default to ru using oxide.lang ru

all language API is done by Oxide using lang.GetMessage where the client language is determined by player.UserIDString

if they are using Turkish and you have only English and Russian then it will use English. this is not a bug

if messages do not exist in your language files then you will see the key instead. this is not a bug

if your client language is set to English then you will see English. this is not a bug

anyway, easier to continue using the English file since you're doing it already.

Edited by nivex
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If your bases are not spawning, delete CopyPaste then reinstall it. Even if you have the newest version you still may have to delete the reinstall.

Check F1 for this type of error

[RaidableBases] [God] War_Zombie has paid for the Easy base (raideasy6) at (110.9, 2.1, 1784.1) in P2!

Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.CopyPaste.PasteLoop (Oxide.Plugins.CopyPaste+PasteData pasteData) [0x00062] in <00aa0afe5ef645388f3cca24c46a2eb1>:0 at Oxide.Plugins.CopyPaste+<Paste>c__AnonStorey4.<>m__0 () [0x00000] in <00aa0afe5ef645388f3cca24c46a2eb1>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <157a94ee66ab4a7991faecd1eb84be3b>:0

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@War_Zombie it is telling you what to do already. you need to delete and download CopyPaste again. if it still doesn't work then you have a plugin deleting entities as they spawn in and you would need to delete that plugin too

Edited by nivex
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hello, its possible configure to mantained events set pve , and add possiblity to buy pve bases and pvp bases in 2 diferent ways? Thanks

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On 3/10/2023 at 4:00 PM, nivex said:

well they're not supposed to reload if they don't have infinite ammo

they should be given ammo one time initially though. is that what you're saying isnt happening now?

how much ammo are you trying to spawn in the turret?

and what is the stacksize on your server for this ammo type? @Shneid

 

Yes, that is what I'm saying. The gun loads into the turrets but the ammo doesn't... only in nightmare bases though

While it's not set to infinite ammo, I have it set to 128 pistol bullets with pythons in the turrets.

The stacksize is 3x, so 384 is max pistol bullets per stack.

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@BadLandsenable Convert PVP to PVE for maintained events. not possible to randomly spawn PVP/PVE from buyable events though. added in next update

@Shneidah, i will test without unlimited ammo and try to fix.

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On 3/13/2023 at 1:24 PM, nivex said:

@BadLandsenable Convert PVP to PVE for maintained events. not possible to randomly spawn PVP/PVE from buyable events though. added in next update

@Shneidah, i will test without unlimited ammo and try to fix.

not spawn randomly, what i want is 2 options to buy by command ,pvp and pve bases. by diferent command like byraidpve easy or buyraidpvp easy

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@BadLands

added /buyraid 0 pvp and /buyraid 0 pve in next update

if neither pve or pvp argument is specified then it will still use config settings as it always has

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On 3/15/2023 at 5:07 PM, nivex said:

@BadLands

added /buyraid 0 pvp and /buyraid 0 pve in next update

if neither pve or pvp argument is specified then it will still use config settings as it always has

you are the best!!!!!!!!!!!

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Hello Mr.Nivex. So I have made for example 30 raids for Easy but only seem to be seeing the same raids pop up. I have tried using the "Require All Bases To Spawn Before Respawning An Existing Base (false) - Rotate through all bases specific to each difficulty before reusing an existing base" tag, but still seem to see same raids. They are labelled Raideasy1, Raideasy2, etc. Am I doing something wrong?

Secondly. If I stick an elevator in a raid, if I go near it lots of red writing comes on left side of screen?

Thanks if you can help!

Would it be possible to make raids go thru 1,2,3,4,5,6,7,8, etc? Least then all would be seen instead of same raids.

Am probably not doing something right so if you can help, thanks!!!

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