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Raidable Bases 2.9.8

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nivex

Posted

@Soller

hi,

/rb ladder will show the number of bases counted + points for those bases

/rb ladder 0 will show the number of easy bases + easy points

/rb lifetime exists too

  • Like 1
Soller

Posted

25 minutes ago, nivex said:

@Soller

hi,

/rb ladder will show the number of bases counted + points for those bases

/rb ladder 0 will show the number of easy bases + easy points

/rb lifetime exists too

There is something wrong with this information, it does not correspond to reality. About one week ago I raided 10 easy level bases and 3 medium level based. But at the command /rb writes, I raided 1 base of the easy level and 1 base of the medium level.

Soller

Posted

I think it's worth making sure that the statistics of each player are stored in a separate file, as is done in many plugins. There is clearly something wrong with the current saving of statistics in a single file.

nivex

Posted

@Soller

this information is not wrong. it is reset to 0 when you wipe your map. lifetime stats are not reset unless the file becomes corrupted.

 

Soller

Posted

1 minute ago, nivex said:

@Soller

this information is not wrong. it is reset to 0 when you wipe your map. lifetime stats are not reset unless the file becomes corrupted.

 

But it turns out that the statistics are reset. On my server, wipe happens once a month.

nivex

Posted (edited)

.

Edited by nivex
nivex

Posted

@Soller

I will look into this some more, maybe it is the Rust protocol changes.

nivex

Posted

no, protocol is still 252 from the 4th.

 

KayKay

Posted

Player was raiding a nightmare base.

 

(08:26:45) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took 205ms [GARBAGE COLLECT]

(08:26:46) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took average 1926ms

(08:26:56) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took average 1840ms

(08:27:02) | Calling 'OnEntityTakeDamage' on 'TruePVE v2.1.9' took average 1290ms

(08:27:06) | Calling 'OnFireBallDamage' on 'RaidableBases v2.8.7' took average 2747ms

(08:27:09) | Calling 'CanEntityTakeDamage' on 'RaidableBases v2.8.7' took 225ms [GARBAGE COLLECT]

(08:27:09) | Calling 'OnEntityTakeDamage' on 'TruePVE v2.1.9' took 225ms [GARBAGE COLLECT]

(08:27:12) | Calling 'OnEntityTakeDamage' on 'TruePVE v2.1.9' took average 1588ms

(08:27:16) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took average 2929ms

(08:27:22) | Calling 'OnEntityTakeDamage' on 'TruePVE v2.1.9' took average 1438ms

(08:27:26) | Calling 'OnFireBallDamage' on 'RaidableBases v2.8.7' took average 3036ms

(08:27:28) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took 230ms [GARBAGE COLLECT]

(08:27:32) | Calling 'OnEntityTakeDamage' on 'TruePVE v2.1.9' took average 1312ms

(08:27:36) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took average 2600ms

(08:27:42) | Calling 'OnEntityTakeDamage' on 'TruePVE v2.1.9' took average 1235ms

(08:27:46) | Calling 'OnEntitySpawned' on 'RaidableBases v2.8.7' took average 2391ms

(08:27:52) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took 235ms [GARBAGE COLLECT]

(08:27:52) | Calling 'OnEntityTakeDamage' on 'TruePVE v2.1.9' took average 1264ms

(08:27:56) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took average 2275ms

(08:28:06) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took average 1311ms

(08:28:16) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took average 1193ms

(08:28:54) | Calling 'OnEntityTakeDamage' on 'RaidableBases v2.8.7' took 209ms [GARBAGE COLLECT]

nivex

Posted

@KayKay

hi. there's too much load on your server that it can't handle it. you need to reduce the amount of bases, reduce the amount plugins, or upgrade your server

  • Like 1
Bear Grills

Posted

Players are reporting they cannot enter other peoples raids. Below is from our config, shouldn't it be possible for anyone to enter any raid? We don't want them to be "private" whether they are auto genned or bought

      "Player Lockouts (0 = ignore)": {
        "Apply Lockouts To PVE": false,
        "Apply Lockouts To PVP": false,
        "Apply All Lockouts Everytime": false,
        "Time Between Raids In Minutes (Easy)": 0.0,
        "Time Between Raids In Minutes (Medium)": 0.0,
        "Time Between Raids In Minutes (Hard)": 0.0,
        "Time Between Raids In Minutes (Expert)": 0.0,
        "Time Between Raids In Minutes (Nightmare)": 0.0,
        "Block Clans From Owning More Than One Raid": true,
        "Block Friends From Owning More Than One Raid": true,
        "Block Teams From Owning More Than One Raid": true,
        "Block Players From Joining A Clan/Team To Exploit Restrictions": false

nivex

Posted

@Bear Grills

those settings are for lockouts.

use these.

Lock Treasure To First Attacker

Lock Raid To Buyer And Friends

buckaru

Posted

I'm new to this mod.    What is the difference between a PvP raid base and a PvE raid base?    What kinds of things are allowed in one, but not the other?

nivex

Posted (edited)

@buckaru

heya.

PVP is Player versus Player. like a Call of Duty match where everyone kills each other. PVP is closest to a vanilla experience where everyone fights to take control and raid each other. in raid bases the players would be allowed to counter-raid other players. you should enable Bypass Lock Treasure To First Attacker For PVP Bases in the config to prevent any conflicts with this.

PVE is Player versus Environment. like a World of Warcraft dungeon. players would destroy the npc's and loot everything. there is no PVP in these. the exception is that Allow Friendly Fire is enabled in the profiles by default and will allow friendly fire among team mates. however the Clans plugin (and others) can still block this damage if configured, or if it allows the player to enable or disable a separate friendly fire (which will override my friendly fire if it the damage is disabled).

Edited by nivex
buckaru

Posted

Our server is whitelisted to friends only, and will be left vanilla PvP, although no PvP will really be occurring unless it's consensual.     For consistency, I was going to force the raid basses to be one or the other.   I'm guessing that I'll want to just have them all be PvP, with no lockouts.  They likely won't be teamed, but would want to assist in a raid as needed.

My concern was that there might be some things about the bases that might be enabled in one type or the other, and that we might be missing out on something. 

nivex

Posted (edited)

@buckaru

that's always fun! you can set Convert PVE to PVP for each relevant category to true in the config. make sure that Convert PVP to PVE is set to false.

there are many settings which change how the plugin functions. here are some that you might want to set false in the config.

Quote

Bypass Lock Treasure To First Attacker PVP
Bypass Lock Treasure To First Attacker PVE
Lock Treasure To First Attacker
Lock Raid To Buyer And Friends
Eject Scavengers When Raid Is Completed

you can set these to true if so desired

Quote

Backpacks Drop At PVP Bases
Rust Backpacks Drop At PVP Bases

other than that you really need to take a look at each setting to configure everything to your liking. I have tried to make each setting name to be self-explanatory.

my use of "Treasure" is a bit confusing, but it means loot and/or base.

Edited by nivex
  • Like 1
Marty852

Posted

Some of my players and I are seeing an issue where a players jackhammer or rocketlauncher immediately damages 100% after 1 hit. I have had it happen with the jackhammer on boxes a few times. Anyone know of a setting or conflict with another mod that can cause this? Tks

 

nivex

Posted

@Marty852

heya. you can try disabling this in the profiles, Block Plugins Which Prevent Item Durability Loss

I don't remember which plugins were causing this though

HunterZ

Posted

I just noticed that if a player dies within a RaidableBases PvP base event area and then respawns on the beach, `OnPlayerExitedRaidableBase()` doesn't get called. Do you have any suggestions on how a plugin should detect that they have respawned outside of the event area?

nivex

Posted

@HunterZ

hi, this isn't intended. I will have this fixed in tomorrows update

  • Love 1
Dr.D.Bug

Posted

On 6/5/2024 at 7:40 PM, nivex said:

@Dr.D.Bug

heya. newly created or edited zones require rb to be reloaded. rb can do most of what zonemanager does too so there isn't much need for it.

in short, no, you can't do that in such a tight space except by using Spawns Database and adding points where you prefer them to be

I'm sorry if I have to ask again at this point. How exactly do I configure the use of the SpawnsDatabae in the Raidable Bases Configuration? The SpawnsDatabase is relatively simple and I can set the spawn points quickly, but I'm a bit confused when it comes to the configuration here, sorry 🥺

nivex

Posted

@Dr.D.Bug

no worries.

config has a setting for Spawns Database file. if the file is drdbug.json then put drdbug only. this will work for bases of that type (maintained, scheduled or buyable)

alternatively this same setting is available in the profiles if you want to use it for a specific profile instead.

spawn points still need to be unobstructed though.

  • Like 1
nivex

Posted

2.8.8 has been released, enjoy ❤️

this requires the Rust update to compile

  • Love 3
PistOffBastd

Posted

Thanks for the work and the update, Is "an adjustable distance for custom message" still on the table? Discussion pg 115,?

Dead Nasty

Posted

Where in the config does this need placed?

 Added {PVX} text to default Marker Name's to display PVE or PVP in the map marker text (this change is not retroactive. Add it manually if it is missing. "Marker Name (Minutes)": "{PVX} Abandoned Player Base [{time}m]",)

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