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Raidable Bases 2.9.2

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@Chevelle

I attached a zip that has separate files for each difficulty

Commands To Run With Assign Rank After X Completions
Commands To Run On Event Completion
Murderer Items Dropped On Death
Scientist Items Dropped On Death
Amount Of Items To Spawn

all of those settings need to be adjusted to the expected value for each difficulty

chevelle.zip

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2 minutes ago, nivex said:

@Chevelle

I attached a zip that has separate files for each difficulty

Commands To Run With Assign Rank After X Completions
Commands To Run On Event Completion
Murderer Items Dropped On Death
Scientist Items Dropped On Death
Amount Of Items To Spawn

all of those settings need to be adjusted to the expected value for each difficulty

chevelle.zip 24.83 kB · 0 downloads

 

2 minutes ago, nivex said:

@Chevelle

I attached a zip that has separate files for each difficulty

Commands To Run With Assign Rank After X Completions
Commands To Run On Event Completion
Murderer Items Dropped On Death
Scientist Items Dropped On Death
Amount Of Items To Spawn

all of those settings need to be adjusted to the expected value for each difficulty

chevelle.zip 24.83 kB · 0 downloads

Ok. And they can be named easy bases.json, medium bases.json, etc in the config? They dont need to be named raidbases.json? or do I need any of them named that?

Edited by Chevelle
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@Chevelle

no, they can use any name that you want

I gave them these names so that they're easily understood

put them in the profiles folder and delete the old profile

oxide/data/RaidableBases/Profiles/

you don't edit the config. you edit the profiles

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4 minutes ago, nivex said:

@Chevelle

no, they can use any name that you want

I gave them these names so that they're easily understood

put them in the profiles folder and delete the old profile

oxide/data/RaidableBases/Profiles/

you don't edit the config. you edit the profiles

Yeah ofc. I always edited RaidBases.json and I also I never knew you needed separate profiles for each difficulty lol But I do now. Thank you sooo much Nivex for the clarity.

Edited by Chevelle
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nivex

Posted (edited)

@Chevelle

the issue with having all of your bases for every difficulty in 1 profile is that they all share the same settings

if you put them into their own profiles then they can have independent settings for each as intended

the zip file I gave you is your profile split into all 5 difficulties so you just need to adjust them

 

Edited by nivex
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12 minutes ago, nivex said:

@Chevelle

the issue with having all of your bases for every difficulty in 1 profile is that they all share the same settings

if you put them into their own profiles then they can have independent settings for each as intended

the zip file I gave you is your profile split into all 5 difficulties so you just need to adjust them

 

yeah I noticed that. Thank you! Now I can adjust the bases as needed. NPC count, Loot, etc. Thx bro for sure for clearing things up. Do you know why players were able to damage each other while in team but not damage each other when they drop team? This is while inside the Raidable Base Zone.

Edited by Chevelle
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the lockout or prevention system seems to be broken too.  a clan of 2 can call multiple bases (both are nightmares) and raid separately, it happened after the latest update.

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@Chevelle

no problem

Friendly Fire will let them damage team mates

"Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 0.1,

this is why some are PVE. it overrides all settings, and it should be 0, since you are using Convert PVE to PVP already.

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21 minutes ago, nivex said:

@Chevelle

no problem

Friendly Fire will let them damage team mates

"Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 0.1,

this is why some are PVE. it overrides all settings, and it should be 0, since you are using Convert PVE to PVP already.

Thx. And what I mean was I already have it set so teammates can fight each other and dmg each other. The problem is, soon as they drop from team, they can no longer damage each other. I have tested it. So basically, anyone who enters the zone can't damage anyone who isn't in their team it seems.

Edited by Chevelle
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@Chevelle

yes, that is why.

Chance To Randomly Spawn PVP Bases needs to be set to 0.0 or 100.0

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2 minutes ago, nivex said:

@Chevelle

yes, that is why.

Chance To Randomly Spawn PVP Bases needs to be set to 0.0 or 100.0

Ok I thought so. Thank you so much!!!!!

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1 hour ago, nivex said:

@Craft

the issue is that the dome spawns too soon

but that bug shows which bases are not centered though

@Kobani

if you have this issue then your bases are not centered. update your tier package and install the copypaste files only

all tier packages were centered in 1.0.8

So for me it happens with the bases Tier 3 so I don't think it's us because before the last updates or wipe everything was fine.

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nivex

Posted (edited)

@Kobani

I will explain it again

1. the dome spawning in the wrong spot is a bug and will be fixed

2. this bug inadvertently shows you which copypaste files are not centered.

so when I fix this bug, you will no longer notice that your bases are not centered. everything will appear normal until your bases start rotating into the terrain. this has never changed. if the base is not centered then it can rotate into the terrain. this is the entire reason that the bases were re-centered in my tier packages in 1.0.8

furthermore, the dome being in the wrong spot is nothing more than a visual bug. it has zero impact on the plugin

Edited by nivex
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1 hour ago, Ping Chun Chang said:

the lockout or prevention system seems to be broken too.  a clan of 2 can call multiple bases (both are nightmares) and raid separately, it happened after the latest update.

your config excludes admins and those with raidablebases.allow permission

those using vanish or flying can bypass this too.

if you leave your clan then you both can buy. this is exploiting, and there is no solid way to detect it

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10 minutes ago, nivex said:

your config excludes admins and those with raidablebases.allow permission

those using vanish or flying can bypass this too.

if you leave your clan then you both can buy. this is exploiting, and there is no solid way to detect it

They are default player but thanks for pointing out the raidablebases.allow permissions, I thought it was meant for them to allow raiding. I will update the result. Thank you. 🙂

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no problem

raidablebases.allow permission in an admin permission to allow your staff to use admin commands

it should not be given to normal players unless you want them to be able to spawn bases with /rbe and /rbevent and such

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> o.reload RaidableBases
Unloaded plugin Raidable Bases v2.8.2 by nivex
Loaded plugin Raidable Bases v2.8.2 by nivex
-
Loaded 182 items from RaidableBases\Difficulty_Loot\Easy
Loaded 197 items from RaidableBases\Difficulty_Loot\Medium
Loaded 208 items from RaidableBases\Difficulty_Loot\Hard                                                                                              0b/s in, 0b/s out
Loaded 190 items from RaidableBases\Difficulty_Loot\Expert
Loaded 221 items from RaidableBases\Difficulty_Loot\Nightmare
Loaded 4 items from RaidableBases\Base_Loot\Easy Bases
Loaded 4 items from RaidableBases\Base_Loot\Expert Bases
Loaded 4 items from RaidableBases\Base_Loot\Hard Bases
Loaded 4 items from RaidableBases\Base_Loot\Medium Bases
Loaded 4 items from RaidableBases\Base_Loot\Nightmare Bases

-
Loaded 182 items from RaidableBases\Difficulty_Loot\Easy
Loaded 197 items from RaidableBases\Difficulty_Loot\Medium                                                                                          198fps 146gc 11m31s
Loaded 208 items from RaidableBases\Difficulty_Loot\Hard                                                                                              0b/s in, 0b/s out
Loaded 190 items from RaidableBases\Difficulty_Loot\Expert
Loaded 221 items from RaidableBases\Difficulty_Loot\Nightmare
Loaded 4 items from RaidableBases\Base_Loot\Easy Bases
Loaded 4 items from RaidableBases\Base_Loot\Expert Bases
Loaded 4 items from RaidableBases\Base_Loot\Hard Bases
Loaded 4 items from RaidableBases\Base_Loot\Medium Bases
Loaded 4 items from RaidableBases\Base_Loot\Nightmare Bases
[RaidableBases] 25% loaded (1448 potential points)
[RaidableBases] 25% loaded (1448 potential points)
[RaidableBases] 50% loaded (2168 potential points)
[RaidableBases] 50% loaded (2168 potential points)
[RaidableBases] 75% loaded (2831 potential points)
[RaidableBases] 75% loaded (2831 potential points)
[RaidableBases] 100% loaded (3137 potential points)
[RaidableBases] 100% loaded (3137 potential points)
[RaidableBases] Grid initialization completed in 31 seconds and 518 milliseconds on a 4250 size map with 3137 potential points.
Saved 108,710 ents, cache(0.05), write(0.03), disk(0.02).

Saving complete

The premium plugin is compiling for me without errors, after using both o.reload CopyPaste and o.reload Raidable Bases. However, I am not seeing a RaidableBases.json file in the oxide/data/RaidableBases/Profiles  and no bases are spawning on the map. I do have the Tier 3 content installed as well.

Edited by Zindel
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is there a setting in which the opacity of the dome can be BLACK, and Not see anything from outside the dome looking in? I have not found a setting for opacity myself, is it even able to be done?

 

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@Zindel

RaidableBases.json is in oxide/config/

install the config from the package into that folder then reload the plugin

use the command rbe debug if you have more problems after installing the config and reloading

@Nstahg8r

you can increase Create Dome Around Event Using Spheres but no, there is not a way to do that. there will always be some form of visibility inside of the event. rust would have to add something to make that possible afaik

 

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13 minutes ago, nivex said:

 

you can increase Create Dome Around Event Using Spheres but no, there is not a way to do that. there will always be some form of visibility inside of the event. rust would have to add something to make that possible afaik

 

ok thats a bummer,  we have a PVE server and i thought that I could adjust the opacity of the dome to limit the damage a player would do to the raid base outside of the dome, they attack it via attack heli, to damage before going inside the dome, was trying to make it difficult to see what they would be aiming at,
thank you sir for your reply.

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Block Damage Outside Of The Dome To Npcs Inside (true) + Allow Npcs To Shoot Players Outside Of The Dome (false)
Block Damage Outside Of The Dome To Players Inside
Block Damage Outside Of The Dome To Bases Inside
Block Damage Inside From Npcs To Players Outside
Decrease Damage Linearly From Npcs With A Maximum Effective Range Of
Decrease Damage Linearly From Players With A Maximum Effective Range Of

@Nstahg8r

it would be pretty cool if it were possible

the above options might be useful

most everything is in the profiles

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22 minutes ago, Nstahg8r said:

ok thats a bummer,  we have a PVE server and i thought that I could adjust the opacity of the dome to limit the damage a player would do to the raid base outside of the dome, they attack it via attack heli, to damage before going inside the dome, was trying to make it difficult to see what they would be aiming at,
thank you sir for your reply.

you can turn off mounted damage also. I turned that off. I have also PvE server and guys farmed bases on attackheli. also turn off patrol damage 😉 they will be abuse taht 😉

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1 hour ago, nivex said:
Block Damage Outside Of The Dome To Npcs Inside (true) + Allow Npcs To Shoot Players Outside Of The Dome (false)
Block Damage Outside Of The Dome To Players Inside
Block Damage Outside Of The Dome To Bases Inside
Block Damage Inside From Npcs To Players Outside
Decrease Damage Linearly From Npcs With A Maximum Effective Range Of
Decrease Damage Linearly From Players With A Maximum Effective Range Of

@Nstahg8r

it would be pretty cool if it were possible

the above options might be useful

most everything is in the profiles

oh ok, I don't remember seeing that, of course I may overlooked it most likely, thanks I will recheck for that specifically.
thanks.

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