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Raidable Bases 2.9.8

$40.00 $30.00
   (53 reviews)

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Nstahg8r

Posted

1 hour ago, Andres S said:

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 😉

ohh also didn't think of this, thats great idea, thank guys I appreciate all the help!

Suprnova74

Posted

 is it limited to 5 profiles (easy, medium, hard, expert, nightmare)?  If just those profiles, is it possible to customize a specific base within a profile with different preferences?  For instance, I'd like to create "Puzzle" bases where I don't want them blowing up walls or foundations, but don't want that for the full profile.  

I see, for instance, a few options can be passed per base such as: 

    "nightmare001": [
      {
        "Option": "stability",
        "Value": "false"
      },
      {
        "Option": "autoheight",
        "Value": "false"
      },
      {
        "Option": "height",
        "Value": "1.0"
      }

 

I guess the main question is can other configurations within that profile be tweaked per base?  I wasn't seeing a list of such anywhere obvious.

nivex

Posted

@Suprnova74

those are copypaste options. you can have as many profiles as you want so long as they use the same 5 difficulties. just copy a profile and rename it. you can have 1 profile per base if you really wanted to.

 

Kobani

Posted

18 hours ago, nivex said:

@Kobani

Ich werde es noch einmal erklären

1. Das Spawnen der Kuppel an der falschen Stelle ist ein Fehler und wird behoben

2. Dieser Fehler zeigt Ihnen versehentlich, welche CopyPaste-Dateien nicht zentriert sind.

Wenn ich also diesen Fehler behebe, werden Sie nicht mehr bemerken, dass Ihre Basen nicht zentriert sind. Alles wird normal erscheinen, bis deine Basen anfangen, sich ins Gelände zu drehen. Daran hat sich bis heute nichts geändert. Wenn die Basis nicht zentriert ist, kann sie sich in das Gelände drehen. Dies ist der einzige Grund, warum die Basen in meinen Tier-Paketen in 1.0.8 neu zentriert wurden

Darüber hinaus ist die falsche Stelle der Kuppel nichts anderes als ein optischer Fehler. Es hat keine Auswirkungen auf das Plugin

I need to work on my English. 😅 Thank you, now I understand. 

  • Like 1
Tabmorine

Posted

Can you elaborate on if I have both this and your tier 3 bases mod that I don't need to have the CopyPaste plugin?  It(CopyPaste) is currently breaking every NPC mod that uses kits.

nivex

Posted

@Tabmorine

hey, CopyPaste is required for the plugin to work. it is what spawns all of the bases.

edit your kits and remove CopyPasteFile from them and it won't break the npc mods

Tabmorine

Posted

5 hours ago, nivex said:

@Tabmorine

hey, CopyPaste is required for the plugin to work. it is what spawns all of the bases.

edit your kits and remove CopyPasteFile from them and it won't break the npc mods

Thanks this solved the issue.

  • Like 1
Andres S

Posted (edited)

I have some issues with bases despawn. some times they dont despawn and i cant find reason. issues started yesterday and didnt make any changes in server.
Potential points to spawn decreased to 20 only bec old bases stays and dont despawn. 😞

Edited by Andres S
nivex

Posted

@Andres S

I don't know what causes this without some errors to go off of

you can DM me your server logs and oxide logs and I can take a look

server logs are in the root (log.txt, latest.log, /logs/ in timestamped folders, etc)

oxide logs are in oxide/logs/ but those don't contain traces from behavior exceptions

  • Like 1
Merdynn

Posted (edited)

@nivexU fukkin beast...always makin this plugin the best thing on the planet.

 

Speaking of which...I have a map that has like 30 different factions of NPCs...its really well done (it required me to buy Better NPC for it to do that).

 

Does Raidable bases have any option to randomly use Map NPCs? Or to call NPCs from Better NPC? (Not sure how all that works)

Edited by Merdynn
nivex

Posted

@Merdynn

heya thanks

nah, no option for that. mine are heavily integrated into the plugin so it's not something I want to do sorry 😛

 

  • Sad 1
Merdynn

Posted

Just now, nivex said:

@Merdynn

heya thanks

nah, no option for that. mine are heavily integrated into the plugin so it's not something I want to do sorry 😛

 

Oh...ok, would you consider making "Better RaidableBases NPCs"? lmao id pay top dollar for that!

nivex

Posted

what is it that you want the npcs to do

Merdynn

Posted

Just now, nivex said:

what is it that you want the npcs to do

Just the look and stats of the themed map NPCs is all...like, the military npcs have silenced weapons AND their aggro distance is 3xs normal...another faction just uses pistols and melee weapons but their health is hella buffed...so each faction on this map I bought has pros and cons for each...but the outfits matching would be a nice immersive touch.

Merdynn

Posted

2 minutes ago, Merdynn said:

Just the look and stats of the themed map NPCs is all...like, the military npcs have silenced weapons AND their aggro distance is 3xs normal...another faction just uses pistols and melee weapons but their health is hella buffed...so each faction on this map I bought has pros and cons for each...but the outfits matching would be a nice immersive touch.

Basically, the NPCs guarding the bases are way too easy to defeat AND unlike actual players, they dont respawn once or twice inside the base to attack you when you finally break in

nivex

Posted

@Merdynn

you can modify those settings already 😛

npcs can be given kits that included silenced weapons

Aggression Range to set the aggro distance

murderers can use melee weapons and have their health increased

kits can match too =p

  • Like 1
nivex

Posted

you can increase their difficulty immensely

and have them respawn after X seconds

including when the event is completed

  • Confused 1
Merdynn

Posted

Just now, nivex said:

@Merdynn

you can modify those settings already 😛

npcs can be given kits that included silenced weapons

Aggression Range to set the aggro distance

murderers can use melee weapons and have their health increased

kits can match too =p

Oh!  Ok...I need to research this...I want it dynamic tho...can I make as many "loadouts" as I want? Or is it just one set for each kind?

Merdynn

Posted

1 minute ago, nivex said:

you can increase their difficulty immensely

and have them respawn after X seconds

including when the event is completed

Oh damn! Whaaa??

nivex

Posted

you can put as many items in a loadout as you want

or you can use as many kits as you want instead

if you want to use silencers on guns then you need to use kits

they even have Damage Multipliers for explosives, guns and melee

@Merdynn

    "Weapon Accuracy (0 - 100)": {
    "Allow Npcs To Play Catch When Equipped With Explosives": false,
    "Aggression Range": 70.0,
    "Health For Murderers": 150.0,
    "Health For Scientists": 100.0,
    "Murderer Kits": [
    "Scientist Kits": [
    "Decrease Damage Linearly From Npcs With A Maximum Effective Range Of": 0.0,
    "Decrease Damage Linearly From Players With A Maximum Effective Range Of": 0.0,
    "Damage Multipliers": {
      "Explosive Damage Multiplier": 1.0,
      "Gun Damage Multiplier": 1.0,
      "Melee Damage Multiplier": 1.0
    },
    "Maximum Respawn Npc X Seconds After Death": 0.0,
    "Minimum Respawn Npc X Seconds After Death": 0.0,

 

  • Like 1
Merdynn

Posted

1 minute ago, nivex said:

you can put as many items in a loadout as you want

or you can use as many kits as you want instead

if you want to use silencers on guns then you need to use kits

they even have Damage Multipliers for explosives, guns and melee

@Merdynn

    "Weapon Accuracy (0 - 100)": {
    "Allow Npcs To Play Catch When Equipped With Explosives": false,
    "Aggression Range": 70.0,
    "Health For Murderers": 150.0,
    "Health For Scientists": 100.0,
    "Murderer Kits": [
    "Scientist Kits": [
    "Decrease Damage Linearly From Npcs With A Maximum Effective Range Of": 0.0,
    "Decrease Damage Linearly From Players With A Maximum Effective Range Of": 0.0,
    "Damage Multipliers": {
      "Explosive Damage Multiplier": 1.0,
      "Gun Damage Multiplier": 1.0,
      "Melee Damage Multiplier": 1.0
    },
    "Maximum Respawn Npc X Seconds After Death": 0.0,
    "Minimum Respawn Npc X Seconds After Death": 0.0,

 

Right,  so if I specify more than one kit for scientist, does it randomly choose one or does it equip all?

nivex

Posted

it randomly choses one

  • Love 1
Merdynn

Posted

Yes!  I can make that work! Now, if there were just a way to copy a loadout from an existing NPC like using copypaste to copy a base...it kinda sucks making kits by hand.

Merdynn

Posted

6 minutes ago, nivex said:

you can put as many items in a loadout as you want

or you can use as many kits as you want instead

if you want to use silencers on guns then you need to use kits

they even have Damage Multipliers for explosives, guns and melee

@Merdynn

    "Weapon Accuracy (0 - 100)": {
    "Allow Npcs To Play Catch When Equipped With Explosives": false,
    "Aggression Range": 70.0,
    "Health For Murderers": 150.0,
    "Health For Scientists": 100.0,
    "Murderer Kits": [
    "Scientist Kits": [
    "Decrease Damage Linearly From Npcs With A Maximum Effective Range Of": 0.0,
    "Decrease Damage Linearly From Players With A Maximum Effective Range Of": 0.0,
    "Damage Multipliers": {
      "Explosive Damage Multiplier": 1.0,
      "Gun Damage Multiplier": 1.0,
      "Melee Damage Multiplier": 1.0
    },
    "Maximum Respawn Npc X Seconds After Death": 0.0,
    "Minimum Respawn Npc X Seconds After Death": 0.0,

 

I can specify different health, aggression etc based on raidablebase difficulty too?

 

Sorry for all the questions, Im not at home to see the files.

nivex

Posted

@Merdynn

yes. those settings are in each profile

  • Love 1

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