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Raidable Bases 2.8.5

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> o.reload RaidableBases
Unloaded plugin Raidable Bases v2.7.4 by nivex
[RaidableBases] Allowed spawn points in 0 zones.
[RaidableBases] Blocked spawn points in 1 zones.
Loaded plugin Raidable Bases v2.7.4 by nivex
> o.version
Oxide.Rust Version: 2.0.6013
Oxide.Rust Branch: master

ya 2.0.6013 compiles fine

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2 hours ago, V.O.I.D said:

I'm not saying that this is causing the flyhack, it's the Facepunch update that is. The issue is that the player is losing the purchased raid(/buyraid) due to the disconnect caused by the flyhack.

 

I kicked myself for flyhacking while on a ladder and I returned and everything continued to work properly so idk unless I can reproduce it

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20 minutes ago, nivex said:

I kicked myself for flyhacking while on a ladder and I returned and everything continued to work properly so idk unless I can reproduce it

The ladder flyhack bug has been there for a minute now which needs to be fixed by Rust. For now there is only one way around is a 3rd party plugin called NoFlyKick (https://umod.org/plugins/no-flykick) which has resolved teh issue on our server

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2 hours ago, nivex said:

you need to update oxide or something. that error is not accurate

Issue Recolved by updateing oxide. Thanks

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@V.O.I.D

I keep trying to reproduce this and managed to reproduce it not showing the UI but was still able to deal damage. I fixed the UI bug and that might fix the other issue too.

replace lines 12023 through 12067 in RaidableBases.cs plugin with this:

        private void OnPlayerSleepEnded(BasePlayer player)
        {
            player.Invoke(() =>
            {
                if (player.IsDestroyed || !player.IsHuman())
                {
                    return;
                }

                if (PvpDelay.Remove(player.userID, out var ds) && ds.Timer != null && !ds.Timer.Destroyed)
                {
                    ds.Timer.Callback.Invoke();
                    ds.Timer.Destroy();
                }

                if (config.UI.Lockout.Enabled)
                {
                    UI.UpdateUi(player, UiType.Lockout);
                }

                if (RaidableBase.Get(player.transform.position, 5f) is not RaidableBase raid)
                {
                    return;
                }

                if (InRange2D(player.transform.position, raid.Location, raid.ProtectionRadius))
                {
                    raid.intruders.Remove(player.userID);
                    raid.OnEnterRaid(player);
                }
                else if (!config.Settings.Management.AllowTeleport)
                {
                    RaidableBase.RemovePlayer(player, raid.Location, raid.ProtectionRadius, raid.Type);
                }
            }, 0.015f);
        }

 

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Hey, firstly awesome plugin. Hours of fun. But having one issue right now. Dunno if this is something that has just gone unnoticed up until now as we only have maintained spawning on 1 of our servers. But im getting complaints from my players that after aprox 6 hours, the only bases that seem to spawn are easy’s. Any idea why this would be? Ive tried setting each base to 100% spawn chance with cumulative set to false. Ive tried 20% each tier with cumulative set true. Number of maintained events is meant to be 12 but it only has 2 easy’s spawning  after that 6 hour mark. Any help would be great. 

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@Aussie4life

heya, thanks

they will spawn without changing those settings. those settings should be changed back to default

use the rbe debug command when you think it stopped working

      "Chance To Automatically Spawn Each Difficulty (-1 = ignore)": {
        "Use Cumulative Probability": true,
        "Easy": -1.0,
        "Medium": -1.0,
        "Hard": -1.0,
        "Expert": -1.0,
        "Nightmare": -1.0
      },

 

Edited by nivex
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10 minutes ago, nivex said:

@Aussie4life

heya, thanks

they will spawn without changing those settings. those settings should be changed back to default

use the rbe debug command when you think it stopped working

      "Chance To Automatically Spawn Each Difficulty (-1 = ignore)": {
        "Use Cumulative Probability": true,
        "Easy": -1.0,
        "Medium": -1.0,
        "Hard": -1.0,
        "Expert": -1.0,
        "Nightmare": -1.0
      },

 

So if i want 2 of each difficulty to continually spawn, is this correct now?

image.png.f5f3a32229ade1c3c48041f50be1fd56.png

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1 hour ago, Aussie4life said:

Hey, firstly awesome plugin. Hours of fun. But having one issue right now. Dunno if this is something that has just gone unnoticed up until now as we only have maintained spawning on 1 of our servers. But im getting complaints from my players that after aprox 6 hours, the only bases that seem to spawn are easy’s. Any idea why this would be? Ive tried setting each base to 100% spawn chance with cumulative set to false. Ive tried 20% each tier with cumulative set true. Number of maintained events is meant to be 12 but it only has 2 easy’s spawning  after that 6 hour mark. Any help would be great. 

sorry, @nivex, but may be @Aussie4life mean this (main config)?
 

      "Max Amount Allowed To Automatically Spawn Per Difficulty (0 = infinite, -1 = disabled)": {
        "Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week": false,
        "Easy": 3,
        "Medium": 3,
        "Hard": 3,
        "Expert": -1,
        "Nightmare": -1
      },

 

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Just now, Aussie4life said:

So if i want 2 of each difficulty to continually spawn, is this correct now?

image.png.f5f3a32229ade1c3c48041f50be1fd56.png

yes, just pay attention to this, I don’t use it and I have it set to false
 

        "Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week": false,

 

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I am having a problem where it won't let me raid the bases except through doors. Walls and whatnot take no damage from any explosives, but doors seem to work fine. I don't know what I did wrong. 

Someone please point me in the right direction. 

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Can we have the possibility of setting a different loots even if it is the same difficulty for example to make an easy base which differs from other easy bases to make variants

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@Delltus

hi, you can do this already using Base Loot

put those easy bases in a different profile and create a Base Loot table for them

rb.config add "Easy Bases 2" delleasy1 delleasy2 delleasy3 0
0 = easy

and you can have a profile for every base if you wanted

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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below

  "Change Building Material Tier To": {
    "Wooden": false,
    "Stone": false,
    "Metal": false,
    "HQM": false,
    "Use Adobe Skin": true,
    "Use Shipping Container Skin": false,
    "Use Brick Skin": false,
    "Only Apply Skin When Material Is Enabled": false
  },

But the raidables still spawn with default stone and metal skins. I've tried this with 

    "Only Apply Skin When Material Is Enabled": true

as well, but still get no change.

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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below

  "Change Building Material Tier To": {
    "Wooden": false,
    "Stone": false,
    "Metal": false,
    "HQM": false,
    "Use Adobe Skin": true,
    "Use Shipping Container Skin": false,
    "Use Brick Skin": false,
    "Only Apply Skin When Material Is Enabled": false
  },

But the raidables still spawn with default stone and metal skins. I've tried this with 

    "Only Apply Skin When Material Is Enabled": true

as well, but still get no change.

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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below

  "Change Building Material Tier To": {
    "Wooden": false,
    "Stone": false,
    "Metal": false,
    "HQM": false,
    "Use Adobe Skin": true,
    "Use Shipping Container Skin": false,
    "Use Brick Skin": false,
    "Only Apply Skin When Material Is Enabled": false
  },

But the raidables still spawn with default stone and metal skins. I've tried this with 

    "Only Apply Skin When Material Is Enabled": true

as well, but still get no change.

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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below

  "Change Building Material Tier To": {
    "Wooden": false,
    "Stone": false,
    "Metal": false,
    "HQM": false,
    "Use Adobe Skin": true,
    "Use Shipping Container Skin": false,
    "Use Brick Skin": false,
    "Only Apply Skin When Material Is Enabled": false
  },

But the raidables still spawn with default stone and metal skins. I've tried this with 

    "Only Apply Skin When Material Is Enabled": true

as well, but still get no change.

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@Shneid

hi, your message posted 4 times lol

that is bugged though

you can fix it or wait for update

line 6651 add:
 

block.skinID = Options.Blocks.GetSkin(block, block.grade, block.skinID);
block.UpdateSkin();

 

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2 minutes ago, nivex said:

@Shneid

hi, your message posted 4 times lol

that is bugged though

you can fix it or wait for update

line 6651 add:
 

block.skinID = Options.Blocks.GetSkin(block, block.grade, block.skinID);
block.UpdateSkin();

 

Lol you should have seen me when I saw 4 messages. Big facepalm moment haha. But thank you for your help!

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Hi,

Just noticed this today in the console:

 

(19:42:35) | System.NullReferenceException: Object reference not set to an instance of an object

at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x000e3] in <7eac839b92da418b8d174606e4699650>:0

at NPCPlayer.ShotTest (System.Single targetDist) [0x000f7] in <7eac839b92da418b8d174606e4699650>:0

at ScientistNPC.ShotTest (System.Single targetDist) [0x00000] in <7eac839b92da418b8d174606e4699650>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.RealisticShotTest () [0x000a1] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StartAttacking () [0x0006c] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StateThink (System.Single delta, BaseAIBrain _brain, BaseEntity _entity) [0x000ec] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at BaseAIBrain.Think (System.Single delta) [0x00071] in <7eac839b92da418b8d174606e4699650>:0

at BaseAIBrain.DoThink () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0

at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <7eac839b92da418b8d174606e4699650>:0

at NPCPlayer.ServerThink_Internal () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0

at HumanNPC.TryThink () [0x00000] in <7eac839b92da418b8d174606e4699650>:0

at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <7eac839b92da418b8d174606e4699650>:0

(19:42:41) | NullReferenceException: Object reference not set to an instance of an object

(19:42:47) | System.NullReferenceException: Object reference not set to an instance of an object

at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x000e3] in <7eac839b92da418b8d174606e4699650>:0

at NPCPlayer.ShotTest (System.Single targetDist) [0x000f7] in <7eac839b92da418b8d174606e4699650>:0

at ScientistNPC.ShotTest (System.Single targetDist) [0x00000] in <7eac839b92da418b8d174606e4699650>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.RealisticShotTest () [0x000a1] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StartAttacking () [0x0006c] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StateThink (System.Single delta, BaseAIBrain _brain, BaseEntity _entity) [0x000ec] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at BaseAIBrain.Think (System.Single delta) [0x00071] in <7eac839b92da418b8d174606e4699650>:0

at BaseAIBrain.DoThink () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0

at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <7eac839b92da418b8d174606e4699650>:0

at NPCPlayer.ServerThink_Internal () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0

at HumanNPC.TryThink () [0x00000] in <7eac839b92da418b8d174606e4699650>:0

at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <7eac839b92da418b8d174606e4699650>:0

(19:43:00) | NullReferenceException: Object reference not set to an instance of an object

(19:43:06) | System.NullReferenceException: Object reference not set to an instance of an object

at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x000e3] in <7eac839b92da418b8d174606e4699650>:0

at NPCPlayer.ShotTest (System.Single targetDist) [0x000f7] in <7eac839b92da418b8d174606e4699650>:0

at ScientistNPC.ShotTest (System.Single targetDist) [0x00000] in <7eac839b92da418b8d174606e4699650>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.RealisticShotTest () [0x000a1] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StartAttacking () [0x0006c] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StateThink (System.Single delta, BaseAIBrain _brain, BaseEntity _entity) [0x000ec] in <6bbd4978df2b471b91ff9d08f6da7701>:0

at BaseAIBrain.Think (System.Single delta) [0x00071] in <7eac839b92da418b8d174606e4699650>:0

at BaseAIBrain.DoThink () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0

at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <7eac839b92da418b8d174606e4699650>:0

at NPCPlayer.ServerThink_Internal () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0

at HumanNPC.TryThink () [0x00000] in <7eac839b92da418b8d174606e4699650>:0

TIA.

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