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Raidable Bases 2.9.8

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nivex

Posted

@Dead Nasty

so there's 2 potential issues here

1. if bases are spawning in cliff sides then the base wasn't copied from its center. you can easily fix this by using the center option within Fortify and resaving the base. I actually did this with all of my bases in my tier packages in 1.0.8 so make sure to update with those new copypaste files if you haven't already

2. and seperate issue is that rocks should not spawn on top of any rock unless it is less than 2 meters in height. it was reported by one other user that a base spawned on top of a 9 meter tall rock, but I was not able to observe or reproduce this. I assume thats what you're referring to since you did not specify a cliff, but both are worth mentioning.

Dead Nasty

Posted (edited)

If it helps, It wasn't on top of a rock, they are the bigger rocks and around 1/4 of the base is inside the rock. Like the whole left side of the base. I'll try the re center option in fortify but it only seems to happen last couple updates.  I don't keep any same raid bases, I change them out all the time in fortify. Like there will be a whole wide open space and it puts the base by rocks. Weird.  Thx for the assistance. 

Edited by Dead Nasty
  • Like 1
Tnyrio22

Posted

Since I updated to the latest version. I can't get any raid bases to load within my server. I just replaced the plugin files. No other files were modified.

Tnyrio22

Posted

Since I updated to the latest version. I can't get any raid bases to load within my server. I just replaced the plugin files. No other files were modified.

Tnyrio22

Posted

Since I updated to the latest version. I can't get any raid bases to load within my server. I just replaced the plugin files. No other files were modified.

nivex

Posted

@QingNing

heya, use the commands

rb.config list

rbe debug

Emigo

Posted

Error while compiling RaidableBases: 'RaidableBases.HumanoidNPC.CreateCorpse(BasePlayer.PlayerFlags, Vector3, Quaternion, BaseEntity)': no suitable method found to override | Line: 2404, Pos: 40

Staging version. I asume that you are already aware of this but just in case. Next update will introduce this problem. 

nivex

Posted

ya, update is nearly ready:)

  • Like 3
nashslash

Posted

[2024.01.04 18:44:26] [ERRO] Failed compiling 'C:\vanillaRUST\carbon\plugins\RaidableBases.cs':
[2024.01.04 18:44:26] [ERRO]   1. 'RaidableBases.HumanoidNPC.CreateCorpse(BasePlayer.PlayerFlags, Vector3, Quaternion, BaseEntity)': no suitable method found to override [CS0115]
     (RaidableBases 40 line 2404)

nivex

Posted

2.8.0 released ❤️

 

  • Like 1
  • Love 4
nashslash

Posted (edited)

errrmmm nothing appears to be spawning in on maintained

restarted and there now spawning

Edited by nashslash
  • Like 1
nivex

Posted

annoying bug

use 2.8.2 if your custom spawn points stopped working

Namsaknoi

Posted

The plugin is currently broken. I see this spammed in my console, so my RAO had to pause it to prevent lag. Just unloaded it for the time being

Failed to call hook 'OnEntityEnter' on plugin 'RaidableBases v2.8.2' (NullReferenceException: )
at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
at Oxide.Plugins.RaidableBases.IgnorePlayer (BasePlayer player, BaseEntity entity) [0x00008] in <0daf5991c13440d1b88881886fab4ef5>:0
at Oxide.Plugins.RaidableBases.CanEntityBeTargeted (BasePlayer player, BaseEntity entity) [0x00010] in <0daf5991c13440d1b88881886fab4ef5>:0
at Oxide.Plugins.RaidableBases.OnEntityEnter (TriggerBase trigger, BasePlayer player) [0x00090] in <0daf5991c13440d1b88881886fab4ef5>:0
at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01061] in <0daf5991c13440d1b88881886fab4ef5>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0

@nivexAny ideas?

nivex

Posted

@Namsaknoi

heya, that isn't the plugin. player and entity are null checked correctly. if transform throws an error when IsDestroyed is false then that's the server.

nivex

Posted

public static bool IsKilled(this BaseNetworkable a) => (object)a == null || a.IsDestroyed;

you can change that to this in .cs

public static bool IsKilled(this BaseNetworkable a) { try { return (object)a == null || a.IsDestroyed || a.transform == null;  } catch { return true; } }

this is a workaround, and you should find the cause on your server so it can be fixed.

 

Craft

Posted (edited)

Now when players use CorpseLocation to teleport inside the base, they will be ejected from the base The configuration of the CorpseLocation plugin is "Ignore Raidable Bases": true,

Edited by Craft
Муреныч

Posted

I know that you have made a configuration file in Russian, will it be added here?

nivex

Posted

3 hours ago, Craft said:

Now when players use CorpseLocation to teleport inside the base, they will be ejected from the base The configuration of the CorpseLocation plugin is "Ignore Raidable Bases": true,

Allow Teleport (false) option in RB config will eject you whenever you teleport into the event

1 hour ago, Муреныч said:

I know that you have made a configuration file in Russian, will it be added here?

ya I will add it here in a later update

this requires 2 steps to work

1. conversion of your RB installation files using the Convert EN to RU tool. instructions in the below zip archive.

2. changing this value to false in the .cs

private const bool en = true;

Convert EN to RU.zip

  • Like 2
Namsaknoi

Posted

10 hours ago, nivex said:
public static bool IsKilled(this BaseNetworkable a) => (object)a == null || a.IsDestroyed;

you can change that to this in .cs

public static bool IsKilled(this BaseNetworkable a) { try { return (object)a == null || a.IsDestroyed || a.transform == null;  } catch { return true; } }

this is a workaround, and you should find the cause on your server so it can be fixed.

 

What can I find? I just updated the plugin yesterday. As I remember, it was fine before the wipe. What this change is supposed to do?

Kobani

Posted

Hello, since the wipe or since the updates, the domes no longer fit properly over the bases. It doesn't matter which base I spawn. What can I do about this?20240105120136_1.jpg.3d5687ee92328143e2964954a3aec596.jpg

  • Like 1
nivex

Posted

@Namsaknoi

it's in the .cs

it's not the plugin

it's a workaround to suppress the error

the issue is something on your server

I have said this already

@Kobani

ok I will look

 

aimacak

Posted

23 minutes ago, Kobani said:

Hello, since the wipe or since the updates, the domes no longer fit properly over the bases. It doesn't matter which base I spawn. What can I do about this?20240105120136_1.jpg.3d5687ee92328143e2964954a3aec596.jpg

i have not same issues, already is okey.. 😞

nivex

Posted

@Kobani

thats with /buyraid?

aimacak

Posted

5 minutes ago, nivex said:

@Kobani

thats with /buyraid?

yeah, from "buyraid basename %STEAMID% free", i have this issue too.. thanks @Kobani
image.png.54d2bcb161969ac901c9cbda9202b58f.png

  • Like 2
nivex

Posted (edited)

2 issues

1. dome is bugged and I will fix it

2. your copypaste file is not centered to begin with

it should be recopied from the center of the base using Fortify

if using any of my tier packages then you need to update and install the latest copypaste files

if the copypaste file for the base is not centered properly then it can rotate into terrain when CopyPaste spawns it

Edited by nivex
  • Love 1

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