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Raidable Bases 2.9.7

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Are you able to explain this part, specifically what is the different between amount and amount min? is amount a max, and with below it should be somewhere between 42 and 50 rockets?

 

    "shortname": "ammo.rocket.basic",
    "name": null,
    "blueprint": false,
    "skin": 0,
    "amount": 50,
    "amountMin": 42,
    "probability": 1.0,
    "stacksize": -1

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1 hour ago, Bear Grills said:

Are you able to explain this part, specifically what is the different between amount and amount min? is amount a max, and with below it should be somewhere between 42 and 50 rockets?

 

    "shortname": "ammo.rocket.basic",
    "name": null,
    "blueprint": false,
    "skin": 0,
    "amount": 50,
    "amountMin": 42,
    "probability": 1.0,
    "stacksize": -1

amount - max amount
amountMin - min amount
probability - random chance, if accept drop -> between amountMin and amount
stacksize - if -1 will drop 1 slot with accepted amount after random, if, example, 5, then accepted drop amount / 5 = slots (if drop 50 rockets, it will be 10 slots, each for 5 rockets)

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After upgrading to 2.8.4 bases are not despawning. I have to manually remove the bases, the bubble and walls leave, but any unraided bases stay. 

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@s3lphctr1

that wasn't changed in 2.8.4. it shouldn't be possible as there's two functions that run to ensure everything is despawned. it must be another plugin, improper restart but without errors or more information there isn't anything I can do. use something like Timed Execute to unload the plugin a few minutes before server restarts

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6 hours ago, nivex said:

@s3lphctr1

that wasn't changed in 2.8.4. it shouldn't be possible as there's two functions that run to ensure everything is despawned. it must be another plugin, improper restart but without errors or more information there isn't anything I can do. use something like Timed Execute to unload the plugin a few minutes before server restarts

Ill give it a shot, thanks

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On 4/17/2021 at 11:15 AM, Delltus said:

I would have some idea of functionality for the premium version.

  1. Define a weight for the rarity of loots as already said.

  2. Tools to help configure loots for example.

  3. I saw that there was an option to change the material of the base, stone, wood ect .. I found a pity that it was not a match between the materials except for example the same base can be in stone, wood , and if we want to push things further what would be cool is to configure construction errors, for example 1 wooden wall or a ceiling, or a wall in the wrong species randomly on the base.

Check out "Raidable Bases Loot Table Editor" - it's a super-helpful tool for making your own loot tables.

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I recently make a bunch of flame-raidable base designs to comprise a new Easy tier for my server, but they often seem to spawn in the water, which makes them a lot more expensive than intended.

Other than tweaking the base designs, is there a way for me to tell the plugin to only spawn bases from a given list on dry land?

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38 minutes ago, HunterZ said:

I recently make a bunch of flame-raidable base designs to comprise a new Easy tier for my server, but they often seem to spawn in the water, which makes them a lot more expensive than intended.

Other than tweaking the base designs, is there a way for me to tell the plugin to only spawn bases from a given list on dry land?

in profile, if i dont miss..
 

    "Force All Bases To Spawn At Height Level (0 = Water)": -1.0,

 

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14 minutes ago, aimacak said:

in profile, if i dont miss..

    "Force All Bases To Spawn At Height Level (0 = Water)": -1.0,

No, spawning the base higher in the air over water won't help, because molotov cocktail fire will still just fall in the water.

Edited by HunterZ
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9 minutes ago, HunterZ said:

No, spawning the base higher in the air over water won't help, because molotov cocktail fire will still just fall in the water.

okey, little down in profile too..
 

  "Water Settings": {
    "Allow Bases To Float Above Water": false,
    "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0,
    "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": false,
    "Maximum Water Depth Level Used For Float Above Water Option": 1.0,
    "Minimum Water Depth Level Used For Seabed Option": -20.0,
    "Maximum Water Depth Level Used For Seabed Option": -35.0,
    "Torpedo Damage Multiplier (Min)": 5.0,
    "Torpedo Damage Multiplier (Max)": 10.0
  },

 

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@HunterZ

ya, edit the water settings posted by aimacak:

"Allow Bases To Float Above Water": false,
"Maximum Water Depth Level Used For Float Above Water Option": 0.01,
"Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true,

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Thanks, I'll try that! I wasn't sure what "float" meant, since we're talking about bases that spawn on the ground that's slightly below water level.

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On 1/17/2024 at 11:03 AM, aimacak said:

amount - max amount
amountMin - min amount
probability - random chance, if accept drop -> between amountMin and amount
stacksize - if -1 will drop 1 slot with accepted amount after random, if, example, 5, then accepted drop amount / 5 = slots (if drop 50 rockets, it will be 10 slots, each for 5 rockets)

Thank you!

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Players will report an error every time they raid the base

 System.NullReferenceException: Object reference not set to an instance of an object
  at BaseAIBrain.Think (System.Single delta) [0x000b4] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at BaseAIBrain.DoThink () [0x0000d] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at NPCPlayer.ServerThink_Internal () [0x0000d] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at HumanNPC.TryThink () [0x00000] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <3e15ca7896a1410db6d120bc00d1300d>:0
(02:30:55) | System.NullReferenceException: Object reference not set to an instance of an object
  at BaseAIBrain.Think (System.Single delta) [0x000b4] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at BaseAIBrain.DoThink () [0x0000d] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at NPCPlayer.ServerThink_Internal () [0x0000d] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at HumanNPC.TryThink () [0x00000] in <3e15ca7896a1410db6d120bc00d1300d>:0 
  at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <3e15ca7896a1410db6d120bc00d1300d>:0

 

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@Craft

I disable the brain before it dies and I've seen this happen without my plugin too

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An ingenious plugin! It took about two hours just to get acquainted with the settings, and it will take another 6 hours to set up. Setting up such a complex plugin is brings pleasure. It's scary to even imagine how much time it took to create this plugin. Nivex is a genius!

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Question. In this part of the config are these limiting players to a max amount to be purchased or is it for limiting the amount of spawns at one time per difficulty. 

"Buyable Events": {
      "Max Amount Purchasable Per Difficulty (0 = infinite, -1 = disabled)": {
        "Easy": 5,
        "Medium": 4,
        "Hard": 3,
        "Expert": 2,
        "Nightmare": 1

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Is it possible to make a "Close" button in the Buyable Cooldowns UI? I would not like to give up on this, but for some, this UI may interfere.

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so this has been a problem for a while now.

I have this option set on all my profiles

  "Allow Third-Party Npc Explosive Damage To Bases": true,

but the raiding zombies/zombie horde plugin still can't damage bases and I get a warning that states.

(03:46:20) | Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: RaidableBases - False (Boolean), RaidingZombies (True (Boolean))

every time a base is damaged by one of these NPCs.

It did work 4-5 patches ago but hasn't since.

is it a setting on my end?

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