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Raidable Bases 2.9.8

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nivex

Posted (edited)

@HowlingWolf

hi, you can use the rb.config add command to add bases easily

rb.config add "Easy Bases" easy1 easy2 easy3

etc. it is case sensitive so type the names exactly or it will overwrite it

@Samuel Pumpe

hi, I will add this probability option for you, but I don't think it's a good idea. some players will be very upset with this and likely leave the server over it. it will be Do Not Force Items With Lower Probability To Spawn

you can use the text field for this, add it to the note

  {
    "shortname": "note",
    "name": null,
    "amount": 1,
    "skin": 0,
    "amountMin": 1,
    "probability": 1.0,
    "stacksize": -1,
    "text": "This is my note"
  },

 

Edited by nivex
  • Love 1
Gaming-Bavaria

Posted

3 hours ago, nivex said:

@Samuel Pumpe

hi, I will add this probability option for you, but I don't think it's a good idea. some players will be very upset with this and likely leave the server over it. it will be Do Not Force Items With Lower Probability To Spawn

Thank you very much for this. Will this setting be difficulty-level-spedific, e.g. i can set this for easy bases only? 
And this seeting on true would be totally ignore this settings in the e.g. "Easy Bases.json":


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

I can't tell you how happy I am 😄❤️ 

nivex

Posted (edited)

@Samuel Pumpe

yes, it's per profile

no, it won't ignore that amount entirely. it must have an amount to start with or it will not work at all. it just will not force that amount to spawn. it'll roll on the probability once and spawn from that only. so if you don't have enough loot in the base then that's why, and players won't be happy with this 😛

 

Edited by nivex
  • Love 1
imkat98

Posted

Is anyone having issues with bases not despawning after a server restart? Just thought I would ask here. Thanks!

nivex

Posted (edited)

@imkat98

I get the rare report regarding this but haven't been given any errors

I can look into it again but I can't fix this without an error or at least being able to reproduce it. I think the RaidableBasesUID datafile is being reset and there's nothing I can do about that if so. I never reset it unless it's null/corrupted

Edited by nivex
imkat98

Posted

15 hours ago, nivex said:

@imkat98

I get the rare report regarding this but haven't been given any errors

I can look into it again but I can't fix this without an error or at least being able to reproduce it. I think the RaidableBasesUID datafile is being reset and there's nothing I can do about that if so. I never reset it unless it's null/corrupted

Thanks Nivex, it's not a big deal at all. Just was confused lol.

  • Like 1
MaLai

Posted

Hello Nivex

I have a questions about players doing multiple raids.

We have a PVE Server and there are a lot of people that have a team and using friends to do raids together.
On our Server you can only buy them.

We really want them to end the raids when they do nightmares.
But a lot of people trying to find ways to just grab the c4 and spawn another Raidbase.
Since this is not possible on our server people find a way to avoid this. They using there team mates or friends to buy another raidbase and leaving there bought raidbase to make a new one.

I know there are options for teams/friends to only own one base but since its a pve server a lot of the player are in teams/friends but doing there own stuff. Our Admin team as example is a group of 8 peoples but we are not playing together we are just in a team everyone is doing there own thing.

My Question:
Is there a way that if you have bought a raidbase that you cannot join/do damge to another raidbase(even when you are friends/teammates) until you finshed your own bought raidbase?

Thanks MaLai 🙂

nivex

Posted

@MaLai

hi, no, sorry there is not a way to do this. the buyable cooldowns are for buying the raid only, and the hogging check is for public raids only

I can make a hog option for that though

 

MaLai

Posted (edited)

4 minutes ago, nivex said:

@MaLai

hi, no, sorry there is not a way to do this. the buyable cooldowns are for buying the raid only, and the hogging check is for public raids only

I can make a hog option for that though

 

Would be great if you could do that! Thanks!

Edited by MaLai
  • Like 1
m3dus4

Posted

is it possible to claim skill tree xp after finish a raid?

nashslash

Posted

27 minutes ago, m3dus4 said:

is it possible to claim skill tree xp after finish a raid?

yes check the config in skilltree

      "RaidableBaseCompletion_Easy": 750.0,
      "RaidableBaseCompletion_Medium": 1500.0,
      "RaidableBaseCompletion_Hard": 3000.0,
      "RaidableBaseCompletion_Expert": 6000.0,
      "RaidableBaseCompletion_Nightmare": 0.0,

  • Love 1
BadLandPVE

Posted

hello, how can i do, to spawn buyable base near to a player?

 

aimacak

Posted

3 hours ago, BadLandPVE said:

hello, how can i do, to spawn buyable base near to a player?

 

config
 


      "Spawn At Closest Position From Player": true,

 

  • Like 1
Dr.D.Bug

Posted

When i try the chat command /rb info i currently get this attached result. As far as i remember in the past i got the base filename there 🤷‍♂️ Do i have to check my configuration anywhere?
 

rb_info.png

nivex

Posted

@Dr.D.Bug

heya, it is just /rb for that. /rb info didn't exist until 2.7.4 and is just debug for me 😛

 

  • Haha 1
Dr.D.Bug

Posted

8 hours ago, nivex said:

@Dr.D.Bug

heya, it is just /rb for that. /rb info didn't exist until 2.7.4 and is just debug for me 😛

 

Uups 😬... 🤦‍♂️... 🤣 ... tnx!

  • Haha 1
nashslash

Posted

anyone else getting random turrets with the tesla coil effect on  them since the update?

turre22ts.png

Texas Rust Server

Posted

34 minutes ago, nashslash said:

anyone else getting random turrets with the tesla coil effect on  them since the update?

turre22ts.png

Yes. That means there are too many turrets within the radius. image.thumb.png.d4dc16868580211fbdf2fff1c0a3ef0b.png

nivex

Posted (edited)

I will disable it on raid bases when a hook exists for it

 

 

Edited by nivex
Gold Mysterious

Posted

3 hours ago, nivex said:

I will disable it on raid bases when a hook exists for it

 

 

You can change it in the Convars if you have Admin menu (sentry.maxinterference) as max is 12

  • Like 2
nivex

Posted

@Gold Mysterious

ya, but having both options is ideal for server owners who want to enforce it on players but not on raid bases

  • Love 1
Gold Mysterious

Posted

Ok I tested. You need to change the sentry.maxinterference 12 to which ever amount of turrets you having in raid base's. I changed mine to 16 as my test base has 16. you will need to reload the raidbase once you changed it. You might need to change the sentry.interfernceradius 40, depends how big the raidbase's is. It worked for me as I change my turrets to sentry.maxinterference 50 and sentry.interfernceradius 80. Then reload the raidbase's, all turrets are working. It even same for the players.

  • Like 2
nashslash

Posted

5 hours ago, Gold Mysterious said:

Ok I tested. You need to change the sentry.maxinterference 12 to which ever amount of turrets you having in raid base's. I changed mine to 16 as my test base has 16. you will need to reload the raidbase once you changed it. You might need to change the sentry.interfernceradius 40, depends how big the raidbase's is. It worked for me as I change my turrets to sentry.maxinterference 50 and sentry.interfernceradius 80. Then reload the raidbase's, all turrets are working. It even same for the players.

use this just to turn the whole feature off

sentry.interferenceradius 0

 

  • Like 3
nivex

Posted

On 9/19/2023 at 1:46 PM, CsaszyKJ said:

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

TIA.

this is because an npc is using a crossbow which doesn't work for npcs. I figured out a hack for this, and it works for hunting bows too so those will be enabled as well.

npcs will be able to use crossbows, compound bows and hunting bows in the next update

  • Love 1

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