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Raidable Bases 2.9.2

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10 hours ago, nivex said:

0.35, 0.3. 0.2, 0.1, 0.05 which would be 35%, 30%, 20%, 10% and 5% for example

Ok, so I'd want the code to look like this? 
 

      "Chance To Automatically Spawn Each Difficulty (-1 = ignore)": {
        "Easy": 0.35,
        "Medium": 0.3,
        "Hard": 0.2,
        "Expert": 0.1,
        "Nightmare": 0.05,
        "Use Cumulative Probability": true

 

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how to make sure that the patrol helicopter does not cause damage to the raid bases? Otherwise, the players send a helicopter to the base and it demolishes it with volleys of missiles.

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7 hours ago, Муреныч said:

the players send a helicopter to the base

I like that, my servers pretty vanila, so if they can get a heli to damage a raid base, that would be more dangerous/harder than a normal raid. Never thought of that scenario

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I messed around with the NPC Raiders plugin. It's not something a player could do, but it was fun to watch. I had to auth on the RB's TC, which made the turrets no longer have unlimited ammo. NPC Raiders showed up to raid. The Bots ignored the NPC Raiders. But the turrets had a holiday on them. So many backpacks on the ground. haha  unknown.png

Anyway, as a fun thing on BP wipe days where the loot doesn't matter and to give players a show. haha

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15 hours ago, Муреныч said:

how to make sure that the patrol helicopter does not cause damage to the raid bases? Otherwise, the players send a helicopter to the base and it demolishes it with volleys of missiles.

I will have to add an option for this

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1 minute ago, nivex said:

I will have to add an option for this

Doesn't Zone Manager have an option to not allow npc targeting or heli targeting or something?

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57 minutes ago, tobi-polar said:

Doesn't Zone Manager have an option to not allow npc targeting or heli targeting or something?

zone manager should not be used to control zones for raidable bases as it uses its own system

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I added the patrol heli option and fixed custom spawns not working for profiles in the next update 2.2.5

Edited by nivex
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Took a new bug.
When you pick 4module car to sphere (must do it to half of car comin in the sphere ), after sit in the car, then press X to switch seats, you can walk in restricted area of sphere ( all cars, horses and etc restricted in the config. )
 

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On 11/23/2021 at 9:45 PM, nivex said:

zone manager should not be used to control zones for raidable bases as it uses its own system

One good use of Zone Manager was setting a zone (with no flags) just to prevent RBs from spawning there. This was because a custom map had monuments there weren't registering well with RB so they were spawning nearby and players couldn't build twig off the RBs (too close to monument).  It was more exact than increasing the range that RBs spawn from all monuments because space was otherwise limited. haha

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15 hours ago, CryEngine said:

Took a new bug.
When you pick 4module car to sphere (must do it to half of car comin in the sphere ), after sit in the car, then press X to switch seats, you can walk in restricted area of sphere ( all cars, horses and etc restricted in the config. )
 

Cars (Modular)

set this true in the config so that it is ejected

I will check this out in the mean time

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12 hours ago, nivex said:

Cars (Modular)

set this true in the config so that it is ejected

I will check this out in the mean time

already set it, i will make video maybe, no matter when its player or admin, you can do it 🙂

 

      "Eject Mounts": {
        "All Controlled Mounts": true,
        "Boats": true,
        "Cars (Basic)": true,
        "Cars (Modular)": true,
        "Chinook": false,
        "Horses": false,
        "MiniCopters": true,
        "Pianos": true,
        "Scrap Transport Helicopters": true

 

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ah well then I should be able to reproduce it myself @CryEngine

I just got a 8 week old baby puppy so I have a lot going on atm and will get to this asap 😄

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@nivexcould you add the option for samsites require power please?, like teslacoils and fog machines..

one fired at us when flying away.. i lolled, was unexpected..

Edited by Swedish Chef
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12 hours ago, nivex said:

@Swedish Chef added in next update, SamSites Require Power Source (false) in config

For clarification, setting this to true would only take effect after TC was auth'd/destroyed? 

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6 hours ago, Rezanow said:

For clarification, setting this to true would only take effect after TC was auth'd/destroyed? 

no. setting it true means you must wire it to electricity, and if that source is cut then it will lose power. in other words, it will be vanilla

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Anyone have issues where the auto turrets just doesn't shoot players anymore? Then randomly it will work again? 

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Hi I am getting this error:
20:17:55 Error while compiling: RaidableBases.cs(8540,44): error CS0246: The type or namespace name `NPCPlayerApex' could not be found. Are you missing an assembly reference?

how to fix it? Thanks

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