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Raidable Bases 2.9.8

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nivex

Posted

@CsaszyKJcan you DM me your config and profiles? I can't reproduce =p

Thunderchile

Posted

Best plugin just got even better! Amazing work, Mr.Nivex!!!! LEGEND!!!!!!!!!!

Still using the free version? With so many options in the full version for all the hard work Mr.Nivex does on Raidable Bases, Abandoned Bases and all the plugins he looks after on Umod, get this plugin!!!!!! Support him to carry on looking after us all!!!

  • Like 1
nivex

Posted (edited)

@Delltus

hi,

zone pvx info is for pvp zones from zone manager - not pvp delay. it's also not maintained, hasn't been updated in 1 year and one of the hooks is out of date

raid bases has its own pvp delay ui

    "Delay UI": {
      "Enabled": true,
      "Offset Min": "-34.488 87.056",
      "Offset Max": "179.631 124.804",
      "Font Size": 14,
      "Panel Alpha": 0.98,
      "Text Color": "#FF0000",
      "Background Color": "#252121",
      "Title Background Color": "#000000"
    },

 

Edited by nivex
squishypanda

Posted (edited)

NVM resolved  my issue 😄

Edited by squishypanda
Delltus

Posted

Okay, however, a lot of servers use it just like me because there is no alternative, it works well it displays the delay, pve, pvp without problems, I saw the option that you said on the delay I have check it is activated, however it does not activate when I leave the base area, the interface simply disappears

image.png.39ae30379c497e6ea732bf46197eb11e.png

image.png.6ef022289ee3920d695990728f40352b.png

no delay

image.png.de847d479aa4c01c83f925bdd7423e84.png

Delltus

Posted

is good sorry

nivex

Posted

@Delltus

no problem, was going to mention PVP Delay Between Zone Hopping needed to be configured too:)

Delltus

Posted

The problem is that I tested in noclip...

 

nivex

Posted

ah ok 😛

 

  • Haha 1
CsaszyKJ

Posted

On 9/19/2023 at 8:37 PM, nivex said:

@CsaszyKJcan you DM me your config and profiles? I can't reproduce =p

If I can reproduce, will send you the cfg.

Thanks for your reply!

 

nivex

Posted

ok thanks

nivex

Posted (edited)

I don't remember who asked about npcs walking through high walls but I've fixed that in the next update

just keep in mind that npcs can spawn outside of the walls which is intended. if you increase Arena Walls Radius to 40 or 45 and your Protection Radius is 50 then they will initially spawn within the arena walls

Edited by nivex
Emigo

Posted

Any way to prevent the new heli damage form outside the dome?

nivex

Posted

@Emigo

hi, not until oxide adds a hook

  • Love 1
Gamebundle

Posted

Hello there, i just want to make sure but "Building Blocks Are Immune To Damage (false)" that means that only doors & deployables can take damages by radiers & Walls, foundtaions etc.. are immune ?

nivex

Posted

@Gamebundle

if you set it true then yes

  • Love 1
Emigo

Posted

On 9/23/2023 at 11:23 PM, nivex said:

@Emigo

hi, not until oxide adds a hook

THanks nivex

  • Like 1
Gaming-Bavaria

Posted

I have a question regarding probability, as it seems to me that I have not configured it correctly:

Easy.json

[

  {

    "shortname": "pistol.revolver",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.235,

    "stacksize": -1

  },

  {

    "shortname": "pistol.semiauto",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.235,

    "stacksize": -1

  },

  {

    "shortname": "shotgun.pump",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.1,

    "stacksize": -1

  },

  {

    "shortname": "shotgun.double",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.1,

    "stacksize": -1

  },

  {

    "shortname": "pistol.python",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.1,

    "stacksize": -1

  },

  {

    "shortname": "smg.2",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0533,

    "stacksize": -1

  },

  {

    "shortname": "smg.thompson",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0533,

    "stacksize": -1

  },

  {

    "shortname": "rifle.semiauto",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0533,

    "stacksize": -1

  },

  {

    "shortname": "pistol.m92",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.03,

    "stacksize": -1

  },

  {

    "shortname": "pistol.prototype17",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.03,

    "stacksize": -1

  },

  {

    "shortname": "shotgun.spas12",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0033,

    "stacksize": -1

  },

  {

    "shortname": "smg.mp5",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0033,

    "stacksize": -1

  },

  {

    "shortname": "rifle.m39",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0033,

    "stacksize": -1

  }

]

 

Since in some testbases I find several weapons with the probability of 2% or less, I think I made a mistake. 

Does the total probability in the file have to be 100%?
Do I have to pay attention to the following settings in the "Easy Bases.json"? 
"Minimum Amount Of Items To Spawn (0 = Use Max Value)": 0
 "Amount Of Items To Spawn:: 13

 

I tried a lot of test, but I don't get any further. 
Thank you for your time 🙂 

nashslash

Posted (edited)

1 hour ago, Samuel Pumpe said:

I have a question regarding probability, as it seems to me that I have not configured it correctly:

Easy.json

[

  {

    "shortname": "pistol.revolver",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.235,

    "stacksize": -1

  },

  {

    "shortname": "pistol.semiauto",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.235,

    "stacksize": -1

  },

  {

    "shortname": "shotgun.pump",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.1,

    "stacksize": -1

  },

  {

    "shortname": "shotgun.double",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.1,

    "stacksize": -1

  },

  {

    "shortname": "pistol.python",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.1,

    "stacksize": -1

  },

  {

    "shortname": "smg.2",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0533,

    "stacksize": -1

  },

  {

    "shortname": "smg.thompson",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0533,

    "stacksize": -1

  },

  {

    "shortname": "rifle.semiauto",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0533,

    "stacksize": -1

  },

  {

    "shortname": "pistol.m92",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.03,

    "stacksize": -1

  },

  {

    "shortname": "pistol.prototype17",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.03,

    "stacksize": -1

  },

  {

    "shortname": "shotgun.spas12",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0033,

    "stacksize": -1

  },

  {

    "shortname": "smg.mp5",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0033,

    "stacksize": -1

  },

  {

    "shortname": "rifle.m39",

    "name": null,

    "amount": 1,

    "skin": 0,

    "amountMin": 0,

    "probability": 0.0033,

    "stacksize": -1

  }

]

 

Since in some testbases I find several weapons with the probability of 2% or less, I think I made a mistake. 

Does the total probability in the file have to be 100%?
Do I have to pay attention to the following settings in the "Easy Bases.json"? 
"Minimum Amount Of Items To Spawn (0 = Use Max Value)": 0
 "Amount Of Items To Spawn:: 13

 

I tried a lot of test, but I don't get any further. 
Thank you for your time 🙂 

If you want a player a chance to get an item select the min and max to 1 then if its chosen it will drop 1.

    "amount": 1,

    "skin": 0,

    "amountMin": 1,


Create your loot table then edit the profile

  "Minimum Amount Of Items To Spawn (0 = Use Max Value)": XX,
  "Amount Of Items To Spawn": XX,


XX= the number of loot items from the loot table you want to drop or choose from your loot table.


If you want something to drop with a higher chance, increase the value in the loot table

"probability": 1.0

Edited by nashslash
Gaming-Bavaria

Posted

The thing is:

First:

I want a chance for the player to get one or more of the weapons (max 1 per type, e.g. smg.2) based on probability. 
So I thoungt amountMin = 0 and amount = 1 + probability will do the job. 
Second: 

Player will get a minimum amount of materials which are required to crack all obstacles to the loot-room, lets say min 1000 gunpowder up to 1500.

So this will be guaranteed, I've implememted this:

amount 1500

amountMin 1000

probability 1.0

But if I do this in my config-files then the weapons with the lowest probability are too often in the loot. 
 

So I think this has ro do with the Items in the Easy-Config file:

"Minimum Amount Of Items To Spawn (0 = Use Max Value)":
 "Amount Of Items To Spawn:"

 

nashslash

Posted (edited)

if you want a weapon drop just increase the probability. if you are giving 14 items just up the probability of the ones you want to drop.

eg if i set it to drop 4 items then i should get 3 weapons and either rocket

  {
    "shortname": "rifle.ak",
    "name": null,
    "amount": 1,
    "skin": 0,
    "amountMin": 1,
    "probability": 100.0,
    "stacksize": -1
  },
  {
    "shortname": "rifle.m39",
    "name": null,
    "amount": 1,
    "skin": 0,
    "amountMin": 1,
    "probability": 100.0,
    "stacksize": -1
  },
  {
    "shortname": "rifle.l96",
    "name": null,
    "amount": 1,
    "skin": 0,
    "amountMin": 1,
    "probability": 100.0,
    "stacksize": -1
  },
  {
    "shortname": "ammo.rocket.hv",
    "name": null,
    "amount": 40,
    "skin": 0,
    "amountMin": 20,
    "probability": 30.0,
    "stacksize": -1
  },
  {
    "shortname": "ammo.rocket.fire",
    "name": null,
    "amount": 40,
    "skin": 0,
    "amountMin": 20,
    "probability": 30.0,
    "stacksize": -1
  }

 

"Minimum Amount Of Items To Spawn (0 = Use Max Value)": 10,
 "Amount Of Items To Spawn:" 14,

this means between 10-14 different loot items will drop. it will choose from your loot table

 

Edited by nashslash
nivex

Posted (edited)

@Samuel Pumpe@nashslash

hi probability range is 0.0 to 1.0 so you wouldn't want to set it above 1.0

0.0033 is valid but that is so very very rare

if you do not have enough available loot to spawn from your loot tables then it will pick regardless of the probability. solution? add more items with higher probability. difficulty loot tables should have 180+ items in them. base loot tables should have a few items that you always want to spawn, with Always Spawn Base Loot Table enabled in the profile.

Edited by nivex
HowlingWolf

Posted

Hello. Im viewing the raidable-ships packages, and seems the owner wish the serverowners too add all of the spawns themselfs, instead of having it like raidablebases, "plug'n play".. Would @nivex like too have a work with the owner of raidableships too make it better for the users ? 

Gaming-Bavaria

Posted (edited)

13 hours ago, nivex said:

@Samuel Pumpe@nashslash

hi probability range is 0.0 to 1.0 so you wouldn't want to set it above 1.0

0.0033 is valid but that is so very very rare

if you do not have enough available loot to spawn from your loot tables then it will pick regardless of the probability. solution? add more items with higher probability. difficulty loot tables should have 180+ items in them. base loot tables should have a few items that you always want to spawn, with Always Spawn Base Loot Table enabled in the profile.

@nivex

Yeah, thats what I figured out in the UnityDocumentation. There it says 

"Random.value: Returns a random float within [0.0..1.0] (range is inclusive) (Read Only)."

My Problem is I want a exclusive Loot table, giving back the resources for 6 C4s if it takes 6 C4s to crack 6 Doors. 
If the player cracks it with Explosive-Ammo, which requires less, then the player makes profit. 
He also makes more profit if he raids a medium Base compared to a easy Base. 

On top of this, player has a chance to get TopTier Weapons, but the probability for e.g. a Bolt Action Rifle is in an Hard Base higher then in Medium or easy Bases. 

So if I'm understandig this right what you wrote, there's no setting which I can say: Please do the probability-roll for every weapon and then push it into my loot table and ignore the "amount of items to spawn" and "min amount of items to spawn". 

So there is nothing like "real probability". 
Can you implement smth like "ignore max min amount" and do "real probability" for people like me? 🙂
Would be very kind of you, anyways, thx for your time. 
For now i will try to put more items in my list to work around my problem.

But then, still, it would'nt be the real 0,0033 value for my weapon to drop.

PS: Is it possible to put a note with a text in loot-tables? 

Edited by Samuel Pumpe

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