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Raidable Bases 2.9.9

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nivex

Posted

@laodu

hi, that is a game bug. you can use rb ignore_restart to bypass.

the game properly cancels the restart when you type -1, but it starts the coroutine again anyway with the negative value (-1), which causes ServerMgr.Instance.Restarting to return true when it shouldn't.

  • Like 1
jinryangcheol

Posted (edited)

I am still a beginner in server operation.
I want to buy your product
 Can I get contact information like Discord?   That's because I want to apply it while asking questions.

Edited by jinryangcheol
nivex

Posted

@jinryangcheol

hi, it's nivex on discord too.

please, ask your questions here instead. then others can read the answers.

no question is dumb, so don't be shy.

  • Like 1
jinryangcheol

Posted

If I purchase this product in a bundle pack, can I use the features right away without any operation?

nivex

Posted (edited)

@jinryangcheol

yes, the packages work out of the box. just install and reload.

you can edit anything to your servers specific needs at any other point

Edited by nivex
HunterZ

Posted (edited)

RB is definitely a little confused about the new cliffs. This is raidexpert10 from the Tier 3 pack spawning near -284, 0, -711 / G13 on procedural map seed 86843248 with size 2500. Note the base clipping into the cliffs at the bottom front and right:

image.png.94c0565ce476bdfbaef98c25c448a813.png

 

Edit - here's what it looks like with cliff rendering turned off - you can see it's fully above the main topology:

image.png.6d36627ca9d7b8e514ed6fba25b282b6.png

Edited by HunterZ
nivex

Posted (edited)

.

Edited by nivex
nivex

Posted (edited)

Quote

if (colName.Contains("cliff_", CompareOptions.OrdinalIgnoreCase))
{
    if (IsObstructed(area, M_RADIUS, 2.5f, -1, false, null))
    {
        Instance.Queues.Messages.Add("Cliff formation is too large", position);
        cacheType = worldType;
        goto next;
    }
}

that should be inserted on a new line above line 11850

if (colName.Contains("rock_") || colName.Contains("formation_", CompareOptions.OrdinalIgnoreCase))

@HunterZ

that will fix the spawn point from being created. those formations in your screenshot are part of the cliff itself, which is why checking "rock_" or "formation_" does not work for them.

Edited by nivex
  • Love 1
nivex

Posted

happy holidays. stay safe out there. ❤️

 

  • Love 3
aimacak

Posted

15 hours ago, nivex said:

happy holidays. stay safe out there. ❤️

 

Thank you, mutually, thank you for all your hard work this year, good luck in your work and hobby 🙂

  • Like 1
  • Love 1
007_Anomaly

Posted

I keep getting the error that you can't host a database that isn't configured. How do I set it up?

nivex

Posted

@007_Anomaly

heya. this in the documentation near the top with step by step instructions

image.png.f1fee8b4491daad1149422afcea7affb.png

007_Anomaly

Posted

Forgive me, but I still don't understand why it doesn't work.

 

007_Anomaly

Posted

Now he writes that the Copy Paste file does not exist in any of the profiles. Although the plugin is worth it

nivex

Posted

@007_Anomaly

hi, all copypaste files go into the oxide/data/copypaste/ folder

this folder must be all lowercase

then you add the filename for each file into the profiles using the example commands I gave you

S0TR

Posted

Hey nivex,

I suppose I might be overlooking something but wanted to reach out to confirm.

 

I am hoping to get the base locations to persist after server restarts.

What seems to be happening is the current bases on the map prior to restart do not return to their previous locations post restart; the plugin spawns the bases at new locations. Is there is an option I am overlooking to get base locations to persist after server restarts?

 

This led to a situation where a player of mine was preparing to perform a raid, yet my server was also about to restart. He set himself up in front of the Raidable ready for when the server came back online, and after it did come back up, the base he was about to raid was not in front of him anymore; it was spawned at a different location. Not a huge deal, but it was brought to my attention the effort he went through to put up a raid base for the Raidable only to have it be for naught when the server restarted ! 😝

nivex

Posted

@S0TR

heya, bases shouldn't persist. they're not saved in the map's sav file which means they will be deleted on a restart or crash

i may this in a future update but will be a while

  • Like 1
aimacak

Posted

1 hour ago, nivex said:

@S0TR

heya, bases shouldn't persist. they're not saved in the map's sav file which means they will be deleted on a restart or crash

i may this in a future update but will be a while

hmm, didn't you say it was impossible or something? It seems to me that, after all, it’s much more logical not to prepare for a raid, especially when you know about the approaching restart, doesn’t it?)

S0TR

Posted (edited)

13 minutes ago, aimacak said:

hmm, didn't you say it was impossible or something? It seems to me that, after all, it’s much more logical not to prepare for a raid, especially when you know about the approaching restart, doesn’t it?)

@aimacak

He said he would look into possibly making them persist after restarts.

A multitude of factors could have been the reason for the player I mentioned not know a restart was coming; I wasn't saying anything against the plugin, the said player, or anything else.

The player prepped and built a raid base in front of the Raidable, and for whatever reason did not know a restart was coming (maybe he built the raid base hours prior? I do not know for sure) then after restart the Raidable spawned elsewhere. Again, was not a big deal at all, I was simply inquiring about if they could respawn at the same locations or not should they not be raided yet.

Edited by S0TR
  • Confused 1
Kk

Posted

<color=#aff>[rock.entity[13355644]] SwitchParent Missed player_corpse_new[117502946]</color>

(18:15:03) | <color=#aff>[rock.entity[5662005]] SwitchParent Missed player_corpse_new[117502946]</color>

(18:15:03) | <color=#aff>[snowball.entity[2421044]] SwitchParent Missed player_corpse_new[117502946]</color>

(18:15:03) | <color=#aff>[snowball.entity[42475904]] SwitchParent Missed player_corpse_new[117502946]</color>

(18:15:03) | <color=#aff>[snowball.entity[13349905]] SwitchParent Missed player_corpse_new[117502946]</color>

(18:15:03) | <color=#aff>[snowball.entity[74887199]] SwitchParent Missed player_corpse_new[117502946]</color>

(18:15:03) | <color=#aff>[snowball.entity[7770480]] SwitchParent Missed player_corpse_new[117502946]</color>

 

During the raid, the backend kept reporting such junk information

nivex

Posted

@Kk

hi, you will have to disable Eject Corpses From Enemy Raids if plugins are conflicting with it

Wile E.

Posted

What is the most efficient way to control frequency that Buyable raids can be purchased ? I am struggling trying to understand if cooldowns would work for this or if I should do something like Nivex mentioned for vipcooldown, which I could sure use some help to set up correctly.

nivex

Posted

@Wile E.

hi there

I can't recommend any one-way, because it's all down to personal opinion, but I can try to expand on the details for you

there are multiple ways to go about this using buyable cooldowns in the config

        "Easy": {
          "VIP Permission: raidablebases.vipcooldown": 1800.0,
          "Admin Permission: raidablebases.allow": 0.0,
          "Server Admins": 0.0,
          "Normal Users": 1800.0
        },
  1. VIP Permission - grant this permission to your vip group. then. anyone in this group would receive this cooldown for Easy raids
  2. Admin Permission - the raidablebases.allow permission is what you'd grant to your admins, moderators or staff only
  3. Server Admins - this is anyone with an admin flag which is generally auth level 1 or higher
  4. Normal Users - this is anyone that does not fall under the above, aka the default group

the lowest cooldown time will be chosen based on the above four options. 

  • users who remain in vanish or noclip will not be given a cooldown
  • the cooldown is applied when the event is purchased, and does not start to expire until the event despawns
Deisel

Posted

i would think this section in the config would be what you would use.

 "Player Lockouts (0 = ignore)": {
        "Apply Lockouts To PVE": true,
        "Apply Lockouts To PVP": true,
        "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": true

hopefully this helps?

Deisel

Posted

1 minute ago, Deisel said:

i would think this section in the config would be what you would use.

 "Player Lockouts (0 = ignore)": {
        "Apply Lockouts To PVE": true,
        "Apply Lockouts To PVP": true,
        "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": true

hopefully this helps?

actually this is not for buyraid... disregard

 

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