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Raidable Bases 3.0.2

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nivex

Posted

@ReSmit

hi, only type: rbe raidhard1

Dead Nasty

Posted (edited)

So, i am an idiot. for the oldid stuff, does it only need to be changed it there are multiple of the same id like oldid 1 twice or do i have to go through the whole thing and change oldid 1 to oldid 1111 oldid2222 etc etc. 

ty again sorry im not a smart man 😅

Edited by Dead Nasty
nivex

Posted

@Dead Nasty

np. you only need to change it if its there multiple times. if you can /paste the base then its ok..if you get error in rcon then it's broken

be advised that testridablehorse in your copypaste files will break copypaste plugin too

  • Love 1
Dead Nasty

Posted

4 hours ago, nivex said:

@Dead Nasty

np. you only need to change it if its there multiple times. if you can /paste the base then its ok..if you get error in rcon then it's broken

be advised that testridablehorse in your copypaste files will break copypaste plugin too

Thanks man, finally got it set up.

appreciate all the help.

ui.png

nivex

Posted

@Dead Nasty

lmao, that's alot of difficulties. good job

urbanviking

Posted

Morning mate, 

We are seeing something new happening with the rb's. We have AllowNPC to leave bubble set to false however they are leaving the bubble and not just slightly they are running way out of the bubble, sometimes through the compound walls. We have everything updated and it seems to have been an issue since the most recent force wipe. 
Is there a way to stop this happening?

nivex

Posted

@urbanviking

hi, I can look into it

I don't allow npcs to leave the dome when you disable Allow Npcs To Leave Dome When Attacking though

must be some strange issue if they can leave the dome AND walk through solid objects

nivex

Posted

i'm aware of npcs chasing further than they should, and will be fixed next update

as for npcs walking through high walls - that I don't know, but I will try an alternative method to spawn the walls. I don't understand why the physics is ignored.

 

  • Like 1
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TeaGuy Jordan

Posted

Not sure if this is already answered, is it possible to have Easy / Medium / Hard raids spawn random anywhere on the map
but set Expert and Nightmare to strictly spawn in a set location, I.E a specific "Raid island"

or is it an all or nothing kind of deal

TIA
TGJ

urbanviking

Posted

On 2/12/2025 at 12:18 AM, nivex said:

i'm aware of npcs chasing further than they should, and will be fixed next update

as for npcs walking through high walls - that I don't know, but I will try an alternative method to spawn the walls. I don't understand why the physics is ignored.

 

The walking through walls I haven't seen myself it was just reported by a player. They may have been mistaken nobody else has mentioned it happening.

miniMe_rust

Posted

1 hour ago, urbanviking said:

The walking through walls I haven't seen myself it was just reported by a player. They may have been mistaken nobody else has mentioned it happening.

I can confirm seen it myself, NPCs are phasing through arena walls as if they were not there. Might be related to an update to walls nivex did where walls would break without leaving debris. Haven't seen that before the recent update.

  • Like 1
nivex

Posted

@urbanviking

i've got several reports of it, but nothing was changed that should cause this.. it could be debris as minime suggests, but that should have no affect

@miniMe_rust

hi, you can delete this from the .cs if you think it's causing it and let me know

decay.debrisPrefab.guid = null;

@TeaGuy Jordan

hi, yes. use the Spawns Database File in the Expert and Nightmare profiles with the Spawns Database plugin.

 

  • Like 2
Kaedence

Posted

Is there any plan to make compatible bases with the Prim servers?

Deicide

Posted

6 hours ago, nivex said:

@urbanviking

i've got several reports of it, but nothing was changed that should cause this.. it could be debris as minime suggests, but that should have no affect

@miniMe_rust

hi, you can delete this from the .cs if you think it's causing it and let me know

decay.debrisPrefab.guid = null;

@TeaGuy Jordan

hi, yes. use the Spawns Database File in the Expert and Nightmare profiles with the Spawns Database plugin.

 

can someone please update what may have worked or if we would need to wait until update? i have players also having issues with NPCs going thru walls.

nivex

Posted

@Kaedence

what do you mean? this can be configured for that already

@Deicide

if I could reproduce it then I could fix it but I do not have this issue and no servers I have access to do either 😕

 

 

 

Deicide

Posted

14 minutes ago, nivex said:

@Kaedence

what do you mean? this can be configured for that already

@Deicide

if I could reproduce it then I could fix it but I do not have this issue and no servers I have access to do either 😕

 

 

 

Would sending you a recording of it help?

nivex

Posted

@Deicide

nah, I understand what is happening, but not how

miniMe_rust

Posted (edited)

Hey guys, this might be a stupid question.

I have setup my bases that players can only buy raids for Reward Points, and when they finish the raid they get their RP back. Problem was that at default settings RP were shared between players, if more than 1 player was in the raid. That led to the reward being 3 RP for example being split between 2 players with 1.5 RP each. Since RP cannot be added in fractions 0.5 RP each were lost. So I disabled sharing RP between players.

Today players informed me that Raidable Bases now refunds 2x the amount of RP if 2 players were in the raid. I can only assume it would be 3x the reward with 3 team mates, and so on. My expectation however is, that if sharing the reward is disabled only 1 player - the one who bought the raid - would get the reward. Now I'm puzzled.

A hard raid costs 3 Reward Points, and when it was finished 2 players received 3 RP. Did I set something wrong?

carbon/configs/RaidableBases.json (a hard base can be bought for 3 RP)

...
    "Divide Rewards Among All Raiders": false,
...
    "Buyable Event Costs": {
      "Require Custom Costs": false,
      "Require Economics Costs": false,
      "Require Server Rewards Costs": true
    },
...
    "ServerRewards Buy Raid Costs (0 = disabled)": {
      "Easy": 1,
      "Medium": 2,
      "Hard": 3,
      "Expert": 4,
      "Nightmare": 5
    },
...

carbon/data/RaidableBases/Profiles/Hard Bases.json (the reward for a hard base is 3 RP)

...
  "Rewards": {
    "Custom Currency": {
      "Plugin": {
        "Plugin Name": "",
        "Deposit Method (API)": "",
        "Withdraw Method (API)": "",
        "Balance Method (API)": "",
        "ShoppyStock Shop Name": "",
        "Currency Name": "",
        "Amount": 0.0,
        "Amount Data Type (API) - [ 0 - double | 1 - float | 2 - int ]": 0,
        "User Data Type (API) - [ 0 - ulong | 1 - string | 2 - player ]": 0
      },
      "Enabled": false,
      "Item Shortname": "scrap",
      "Item Name": null,
      "Amount": 0,
      "Skin": 0
    },
    "Economics Money": 0.0,
    "ServerRewards Points": 3,
    "SkillTree XP": 0.0,
    "Do Not Reward Buyable Events": false
  },
...

carbon/logs/ServerRewards/serverrewards_spentrp-2025-02-14.txt (player Zelxor paid for the raid)

[2025-02-14 11:48:11] [11:48:11] 76561198364349909 - XiriKS has spent 1x RP
[2025-02-14 12:53:10] [12:53:10] 76561198328618477 - Zelxor has spent 3x RP
[2025-02-14 14:56:41] [02:56:41] 76561198364349909 - XiriKS has spent 1x RP

carbon/logs/ServerRewards/serverrewards_earnings-2025-02-14.txt (both team mates get full reward)

[2025-02-14 13:44:27] [01:44:27] 76561198328618477 - Zelxor has been given 3x RP
[2025-02-14 13:44:27] [01:44:27] 76561198168880871 - morganfox has been given 3x RP

 

Edited by miniMe_rust
nivex

Posted

@miniMe_rust

heya, what you're explaining is how it should work. if you disable Divide Rewards Among All Raiders then everyone should get the total reward, not a divided amount.

Only Award Owner Of Raid will grant the reward to a single player, the owner, but this is not fair as no one else will get the ladder reward. I don't see a reason for that, so I'll make sure they get the ladder reward next update if that's enabled.

you will need to disable Not The Owner under Event Messages or it will tell them they didn't get a reward because they're not the owner.

  • Love 1
miniMe_rust

Posted (edited)

1 hour ago, nivex said:

@miniMe_rust

heya, what you're explaining is how it should work. if you disable Divide Rewards Among All Raiders then everyone should get the total reward, not a divided amount.

Only Award Owner Of Raid will grant the reward to a single player, the owner, but this is not fair as no one else will get the ladder reward. I don't see a reason for that, so I'll make sure they get the ladder reward next update if that's enabled.

you will need to disable Not The Owner under Event Messages or it will tell them they didn't get a reward because they're not the owner.

Thanks for the explanation, you're legend!

I didn't consider the ladder and was only thinking of giving players something to do and let them use RP as means of payment. Therefore I expected the reward to only go to the player who purchased the raid, so that technically the raid would be cost-neutral (raid price is refunded at the end of the raid), players only bring their boom and what they need to raid, and take what they get from the raid as win. This is meant to motivate players to finish what they start (...)

I made the changes as explained by you. Since I had to reload the CS anyways I also did the proposed change to test if the "no debris in broken arena walls" have something to do with NPCs phasing through such walls. Will let you know the result asap.

Update:

The proposed change to the CS file did the trick for me. NPCs no longer phase through arena walls

Quote

hi, you can delete this from the .cs if you think it's causing it and let me know

decay.debrisPrefab.guid = null;

@nivex

Bildschirmfoto vom 2025-02-14 19-32-27.png

Edited by miniMe_rust
nivex

Posted

@miniMe_rust

very strange that the debris spawned after death would have anything to do with physics before death.

please let me know if it happens again. I think it is coincidence

  • Like 1
miniMe_rust

Posted

43 minutes ago, nivex said:

@miniMe_rust

very strange that the debris spawned after death would have anything to do with physics before death.

please let me know if it happens again. I think it is coincidence

Hey @nivex you're correct. I observed more Raidable Base events, and saw NPCs phase through arena walls again. The change in the CS file was a red herring. Actually whether or not the NPC phases through the wall seems to depend on how deep the wall is sunken into the terrain. If most of the wall is above ground NPCs seem to stay on their side of the wall. But if the wall spawns deeper in terrain it seems they can walk through the wall as if it wasn't there. You can see the difference in both of my screenshots. In my last post the wall was mostly above ground. Here this side of the ring wall is deep in terrain, and NPCs ignored the wall.

Bildschirmfoto vom 2025-02-14 20-22-35.png

Agricola

Posted

to be honest I actually like it, feels like they are really defending their base 🙂

  • Like 1
Hakkai

Posted

some of our rbe-bases stop spawning in, there is this error in one of the defektive ones:
 

Quote

(22:49:51) | [RaidableBases] Hakkai has paid for the Hard base (perfecttower) at (836.91, 48.46, 211.51) in Q9!

(22:49:52) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)

at RidableHorse.ServerInit () [0x00062] in <e1d50bfa616d485d876be5ea47e331f1>:0

at BaseNetworkable.Spawn () [0x0004f] in <e1d50bfa616d485d876be5ea47e331f1>:0

at BaseEntity.Spawn () [0x00000] in <e1d50bfa616d485d876be5ea47e331f1>:0

at BaseVehicle.Spawn () [0x00000] in <e1d50bfa616d485d876be5ea47e331f1>:0

at Oxide.Plugins.CopyPaste.PasteEntity (System.Collections.Generic.Dictionary`2[TKey,TValue] data, Oxide.Plugins.CopyPaste+PasteData pasteData, BaseEntity parent) [0x004ab] in <3bcd79005c614a1783a19004515a8d09>:0

at Oxide.Plugins.CopyPaste.PasteLoop (Oxide.Plugins.CopyPaste+PasteData pasteData) [0x00088] in <3bcd79005c614a1783a19004515a8d09>:0

at Oxide.Plugins.CopyPaste+<>c__DisplayClass46_0.<PasteLoop>b__0 () [0x00000] in <3bcd79005c614a1783a19004515a8d09>:0

at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <d646191a355d43a6b3ab36b7ee14c740>:0

 

Vasilyi Yrupin

Posted

Hello players started writing that they cannot destroy the ladder that they themselves placed in the raid base. How can the plugin allow the player to remove his ladder?

 

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