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Raidable Bases 2.9.8

$40.00 $30.00
   (52 reviews)

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Marty852

Posted

On 7/31/2024 at 12:00 AM, nivex said:

@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

Would this then disable the other perks of the plugin entirely when in the raidable base zone? i guess it is skill tree plugin.

When you refill the jackhammer on a workbench its fine, when you repair on a repair bench with the skill to fully repair the item it will break on first hit.

nivex

Posted (edited)

@PistOffBastd

yup, it's noted down. I just need to figure out how to implement it so that it's not repetitive or annoying.

@Marty852

yes, it would prevent you from repairing the weapon. it will not break it in 1 hit though. it will simply put the durability back to what it was, and it could break per normal vanilla. breaking in one hit would be caused by a conflict with something else.

@Dead Nasty

under Marker Name, but that's for the Abandoned Bases plugin not this one 😛

image.png.0783d95792eff5d81bb966477d6b6322.png

Edited by nivex
stev61

Posted

bonjour j ai une 08/01 19:07:02 | Error while compiling RaidableBases: 'RaidableBases.HumanoidNPC.CreateCorpse(BasePlayer.PlayerFlags, Vector3, Quaternion, List<TriggerBase>, bool)': no suitable method found to override | Line: 2466, Pos: 40

 

nivex

Posted (edited)

@stev61

hi, it requires the Rust update to compile. it is available now.

Edited by nivex
Kaustic

Posted (edited)

I ran the steam update twice and I'm still getting that same error.

UPDATE: Ran the Steam/Oxide update again seems to have fully updated

this time. Compiled without issue this time.

Edited by Kaustic
stev61

Posted

1 hour ago, nivex said:

@stev61

salut, il faut la mise à jour de Rust pour compiler. il est disponible maintenant.

merci 

  • Like 1
nivex

Posted

@Kaustic

Rust, Oxide and the plugin all need to be updated for it to compile

if steam isn't updating then use validate on it to force it.

Dead Nasty

Posted

2 hours ago, nivex said:

@PistOffBastd

yup, it's noted down. I just need to figure out how to implement it so that it's not repetitive or annoying.

@Marty852

yes, it would prevent you from repairing the weapon. it will not break it in 1 hit though. it will simply put the durability back to what it was, and it could break per normal vanilla. breaking in one hit would be caused by a conflict with something else.

@Dead Nasty

under Marker Name, but that's for the Abandoned Bases plugin not this one 😛

image.png.0783d95792eff5d81bb966477d6b6322.png

yea i was wake and baked and not fully awake yet lol my bad. 

  • Like 1
KayKay

Posted

1 hour ago, nivex said:

@Kaustic

Rust, Oxide and the plugin all need to be updated for it to compile

if steam isn't updating then use validate on it to force it.

image.png.a5536f0bb91ca04d15653611b440e15f.png

Is this the latest update?

 

nivex

Posted (edited)

22 minutes ago, KayKay said:

image.png.a5536f0bb91ca04d15653611b440e15f.png

Is this the latest update?

 

ya. you need to update the plugin to 2.8.8 too

[Info("Raidable Bases", "nivex", "2.8.8")]

this is in the RaidableBases.cs file. if you see 2.8.7 then it's not updated

Edited by nivex
  • Like 1
Vinni P.

Posted

Hello,

I have been searching the config files for a couple days now and I am not sure on how to remove the Building is blocked near raidable bases! message as I want to build near the.

Thanks

Screenshot_789.png

nivex

Posted (edited)

@Vinni P.

heya, that is because Allow Players To Build is set to false in the config file

Edited by nivex
BetterDeadThanZed

Posted

Could we get permissions added so that we can allow/disallow players to buy pve or pvp bases? I am considering using a plugin that lets a player choose PVE or PVP game play and if I could make it so a permission determines if a player can buy a specific type of raid, that would be awesome, or even a permission that automatically sets the raid as pve or pvp.

nivex

Posted

@BetterDeadThanZed

heya, is this in the profiles not sufficient? they wouldn't be able to buy without the perm
 

  "Permission Required To Enter": {
    "Buyable Events": "",
    "Maintained Events": "",
    "Scheduled Events": ""
  },

 

BetterDeadThanZed

Posted

33 minutes ago, nivex said:

@BetterDeadThanZed

heya, is this in the profiles not sufficient? they wouldn't be able to buy without the perm
 

  "Permission Required To Enter": {
    "Buyable Events": "",
    "Maintained Events": "",
    "Scheduled Events": ""
  },

 

I was looking for that in the config file, didn't realize it would be in the data file, but that doesn't allow permissions based on the base being PVP or PVE. I want players with certain permission to be able to enter PVP bases and others with a different permission to enter PVE bases.

  • Like 1
nivex

Posted (edited)

@BetterDeadThanZed

you can,  configure profiles as PVE or PVP with the Allow PVP setting, but you have to set Convert PVE to PVP to false so it doesn't override it

otherwise no. I can add the options next update

Edited by nivex
  • Like 1
HunterZ

Posted (edited)

Experiencing some odd quirks in relation to PVP delays:

  • `OnPlayerPvpDelayEntry` hook always gets called in entry to Raidable Base, even if it's a PVP base. This might be okay, except that trying to use this to trigger execution of `RaidableBases.Call("HasPVPDelay", somePlayer.userID.Get())` from my plugin results in false negatives because the PVP delay isn't actually in effect until the player leaves the base.

  • `OnPlayerPvpDelayExpired` hook never gets called on base despawn.

  • The "PVP Delay Between Zone Hopping Persists After Despawn" config setting doesn't seem to accomplish anything.

In general, it seems like the coupling between RB's internal PVP delay states and when it calls hooks to notify other plugins might benefit from some tightening.

For now, I'm still setting my internal PVP delay state on `OnPlayerPvpDelayEntry` and clearing it on `OnPlayerPvpDelayExpired` - but also calling `HasPVPDelay` whenever I get a `OnPlayerExitedRaidableBase` or `OnRaidableBaseEnded` hook, to check if the rug got pulled out from under me.

Edited by HunterZ
nivex

Posted (edited)

@HunterZ

PVP delay was changed to prevent an exploit. players will get PVP delay when engaging in PVP, and when leaving the event now. I can implement something if you have a suggestion.

OnPlayerPvpDelayEntry is called on entry as intended, but it's not checking AllowPVP is true which is not intended. I don't know why this hook exists as it's useless. it's only purpose is to inform you that PVP delay is enabled in the config which is odd at best. it's the same exact hook as OnPlayerEnteredRaidableBase otherwise. I am going to remove it unless you have a use for it.

OnPlayerPvpDelayExpired won't get called until it expires. if you want it to expire immediately on despawn then that can be implemented. PVP Delay Between Zone Hopping Persists After Despawn allows anyone still with the pvp delay to continue fighting until it expires. it will not work if all events are despawned though, because the hooks are unsubscribed when there are no events.

I am seeing an issue with the UI not displaying the PVP delay some times though, which I will fix

Edited by nivex
HunterZ

Posted

I'm trying to overhaul a PvE/PvP status GUI plugin that wants to track whether the player is in a PVP delay state. `OnPlayerPvpDelayEntry` is what it was using, but it sounds like I should just assume PVP delay starts on `OnPlayerExitedRaidableBase` instead? What if the hook gets called because the player died and respawned? It might be good to have an explicit hook that gets called whenever you (re)set the PVP delay timer, just to avoid ambiguity.

 

Also, are you seeing the same thing with `OnPlayerPvpDelayExpired` never getting called when the player is in a base when it despawns, regardless of "PVP Delay Between Zone Hopping Persists After Despawn"?

Rustalia

Posted

On 4/7/2021 at 12:09 PM, nivex said:

That is a separate plugin and is not related to the raidable bases plugin. I will submit it to the site once the plugin is finished 🙂

When does the plugin add points to the player for winning the raid on the raidable base? 

how is the winner definded? when he killed all NPCS? or got the loot/ destroyed TC ? 

Brilliant plugin, just in process of setting su p and thought of these questions 

nivex

Posted (edited)

@HunterZ

ok, ya, you could use the exited hook, but I will add a hook when it resets the delay time. I just realized there is no hook when PVP delay starts, except from OnPlayerExitedRaidableBase like you suggested but it should have its own dedicated hook so ill add that too. lol

no, it expired for me

        private void OnPlayerPvpDelayExpired(BasePlayer player, int mode, Vector3 v, bool pvp, string id, float a, float b, float c, ulong ownerid, string basename, DateTime spawn, DateTime despawn)
        {
            Puts(player.displayName + " delay expired");
        }

@Rustalia

heya thanks for the compliment. it adds points:

1. when the event is completed which is when it is looted (and the amount of loot required is shown on the status UI inside of the event), or
2. if you change it to use Destroying The Cupboard Completes The Raid then it will add points at that time too, or
3. if you use Required Loot Percentage For Rewards and use Destroying The Cupboard Completes The Raid then it will add points once the required loot is met.

winners are anyone that actively participated in the raid. Each Player Must Destroy An Entity For Reward Eligibility can further enforce this requirement.

participants is anyone that uses explosives, fire, melee weapons, explosive ammo, anyone that loots a box, anyone that destroys an entity, and anyone that kills an npc.

Edited by nivex
nivex

Posted

ok, the new hooks look good then @HunterZ?

image.png.70a313f48f7007c10141c871d6aa7070.png

  • Like 1
HunterZ

Posted

24 minutes ago, nivex said:

ok, the new hooks look good then @HunterZ?

Yes, I think so:

  • Looks like there's a hook for delay start, delay reset/restart/extend, and expired/end
  • Hopefully there's a lower chance of weird corner cases since this is all being handled in `SetPVPDelay()`
  • Non-conflicting signature for OnPlayerPvpDelayStart hook of same name in Abandoned Bases

Question:

  1. How does the config option "PVP Delay Between Zone Hopping Persists After Despawn" fit in here? Hopefully I get an OnPlayerPvpDelayExpired hook call either way, but it will be more immediate if that config setting is false? Or am I completely misunderstanding its purpose?
nivex

Posted (edited)

@HunterZ

the pvp delay will not expire until its duration has elapsed. that option has no bearing on it. it is there so that if the base despawns then the fight can continue until pvp delay expires. though as I mentioned it will not work if there are no events remaining after that despawn occurs

I will go ahead and make it expire the pvp delay on despawn when that option is false even though its not what the option was initially for, but it is ideal that the pvp delay expire when the base despawns since it would have no functional use when that option is false

Edited by nivex
muhendisbey

Posted

Hello

Error while compiling RaidableBases: 'RaidableBases.HumanoidNPC.CreateCorpse(BasePlayer.PlayerFlags, Vector3, Quaternion, List<TriggerBase>)': no suitable method found to override | Line: 2453, Pos: 40

How do I solve this problem?

 

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