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Raidable Bases 2.9.8

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Kevin Coe

Posted

When I asked a user if they had destroyed the TC yet, this was their response

"No I had not got to the tc yet and was in the middle of shooting rockets at a door"

I don't know if this makes a difference, these are timer spawned bases, not 'bought' bases.

 

  • Like 1
nivex

Posted

@Kevin Coe

Destroying The Cupboard Completes The Raid, in the config, will start the final despawn timer when this is set true

 

Clockwurk

Posted

After manually despawning a nightmare base, a couple dozen doors remain floating in the air and I am unable to ent kill them. Not a big deal, just curious if something needs addressed on the base files. Any ideas?

  • Like 1
Light Hammer

Posted

10 minutes ago, Clockwurk said:

After manually despawning a nightmare base, a couple dozen doors remain floating in the air and I am unable to ent kill them. Not a big deal, just curious if something needs addressed on the base files. Any ideas?

On the occasion similar things happen to me, "/remove all" seems to sort me out

  • Like 2
chuck norris

Posted (edited)

3 hours ago, Clockwurk said:

After manually despawning a nightmare base, a couple dozen doors remain floating in the air and I am unable to ent kill them. Not a big deal, just curious if something needs addressed on the base files. Any ideas?

it happens to me too but if I disconnect from the server and re connect the doors disappear

Edited by chuck norris
  • Like 1
nivex

Posted

@chuck norrisjust ignore it. copypaste has the same issue. it's because the entity isn't destroyed on the client before its killed by the server. i've addressed it in the next update thanks to bmgjet's help

  • Like 1
bobbybaker82

Posted

Could you please tell me how to properly configure base loot?

{
    "shortname": "explosive.timed",
    "name": null,
    "amount": 50,
    "skin": 0,
    "amountMin": 50,
    "probability": 1.0,
    "stacksize": 100
  }

What I am trying to accomplish is spawning 5000 total C4 in the base (battlefield server). What happens is C4 is added with a stack size of 50.

Would you mind please sharing what each of these options does?

Thanks

  • Like 1
nivex

Posted

@bobbybaker82

yes, it would spawn it in stacks of 50 and count each stack as 1 item. so you would need to increase the Treasure Amount accordingly.

shortname - the items shortname you want to spawn

name - the name that appears on the item in the inventory window

amount and amountMin - max and min amount to be randomly spawned

skin - the skin id from the game or workship to skin the item with

probability - the chance the item can spawn. valid values are 0.0 through 1.0 (eg: 0.005 would be extremely rare)

stacksize - ignores server stack size and uses this setting instead

bobbybaker82

Posted

Ok great, thanks for clearing this up.

  • Like 1
Rezanow

Posted

Enabling Dangerous Treasures integration causes overlapping symbols on the player map. How do I fix this? 

  • Like 1
Rezanow

Posted

Also, odd thing happens when I use the DT with RB. DT boxes are locked, but indestructible. Can't finish the RB. image.thumb.png.e342e0ab50bd88af4746a654abc41d3a.png

  • Like 1
nivex

Posted

@Rezanowjust disable the feature. I'll be removing it most likely

Rezanow

Posted

20 minutes ago, nivex said:

@Rezanowjust disable the feature. I'll be removing it most likely

That's very disappointing. =(  I LOVED the few RBs I ran with guards on top of and *inside* the base. 

  • Like 1
nivex

Posted

@Rezanowlol i'm not removing that. i'm removing support to use dangerous treasures if its not going to work properly. your issue is an intended feature of that plugin and i won't be changing it. so the only option is to remove it

 

 

Fusion 3.64

Posted (edited)

Players are being killed by melee weapons outside of the dome.
To clarify. They are not coming in contact with the NPC.
One player flew by and was killed.

Edit:
I also disabled the ability to attack outside of the dome and players are still being attacked and killed.

Edited by thepiercedweirdo
  • Like 1
Lawnmorr

Posted

I had a similar issue, it was my kits.

My scientists were shooting melee damage from m92 pistols.

I had made kits that matched the default names. So to fix my issue..

I removed the kits from these settings in each profile.

    "Murderer Kits": [
      "murderer_kit_1",
      "murderer_kit_2"
    ],
    "Scientist Kits": [
      "scientist_kit_1",
      "scientist_kit_2"
    ],

then reloaded the plugin so they would revert back to default gear. That fixed them.

Then resaved the kits. put the kit settings back and the pistols started shooting bullets again.

If your not using kits then probably not the same issue.

My issue however is

The Zombie horde are still being ignored by the base npc's , and the horde that are raiders

do no damage to base entities with their explosives.

  • Like 1
Rezanow

Posted

4 hours ago, nivex said:

@Rezanowlol i'm not removing that. i'm removing support to use dangerous treasures if its not going to work properly. your issue is an intended feature of that plugin and i won't be changing it. so the only option is to remove it

 

 

What do I need to set for the guards to spawn in and above the base, without DT integration? Prior to me setting this, they only spawned outside the building. 

  • Like 1
nivex

Posted

@Rezanow@Lawnmorr@thepiercedweirdoyour issues are fixed next update. use kits that have 1 item in the belt, the weapon you want them to use. they'll spawn properly above base/roofcamp next update as well.

DT integration in no way influences npcs spawning inside or outside or above the base.

    "Spawn Inside Bases": {
      "Spawn On Floors": true,
      "Spawn On Beds": true,
      "Spawn On Rugs": true,
      "Spawn On Rugs With Skin Only": 1,
      "Spawn Murderers Outside": true,
      "Spawn Scientists Outside": true,
      "Minimum Inside (-1 = ignore)": 1,
      "Maximum Inside (-1 = ignore)": 2
    },
    "Allow Npcs To Roofcamp": true,

this is how you get them to spawn inside the base, and next update, to get them above the base roofcamping as well

  • Love 2
chuck norris

Posted

is there any way for the loot to go to the vending machines?

image.thumb.png.131f73fd0318a973e0ae2a746c459428.png

  • Like 1
Light Hammer

Posted

6 hours ago, nivex said:

@Rezanow@Lawnmorr@thepiercedweirdoyour issues are fixed next update. use kits that have 1 item in the belt, the weapon you want them to use. they'll spawn properly above base/roofcamp next update as well.

DT integration in no way influences npcs spawning inside or outside or above the base.

    "Spawn Inside Bases": {
      "Spawn On Floors": true,
      "Spawn On Beds": true,
      "Spawn On Rugs": true,
      "Spawn On Rugs With Skin Only": 1,
      "Spawn Murderers Outside": true,
      "Spawn Scientists Outside": true,
      "Minimum Inside (-1 = ignore)": 1,
      "Maximum Inside (-1 = ignore)": 2
    },
    "Allow Npcs To Roofcamp": true,

this is how you get them to spawn inside the base, and next update, to get them above the base roofcamping as well

For whatever it's worth, my NPC's are spawning on roof of bases. Sometimes they are stuck within roof panels and cannot move...but they're up there and they're shooting. Haven't had one spawn inside any bases yet.

  • Like 3
Rust Admin

Posted

anyone else getting this arrow since the latest update?

image.png

  • Like 1
nivex

Posted (edited)

@Rust Adminthat arrow is to show the player where the purchased raid spawned at. no idea why this is an issue for anyone but it's removed in next update

@chuck norrisinclude them in the list

      "Additional Containers To Include As Boxes": [
        "locker",
        "vendingmachine"
      ],

 

Edited by nivex
  • Love 1
chuck norris

Posted (edited)

3 hours ago, nivex said:

@Rust Adminthat arrow is to show the player where the purchased raid spawned at. no idea why this is an issue for anyone but it's removed in next update

@chuck norrisinclude them in the list

      "Additional Containers To Include As Boxes": [
        "locker",
        "vendingmachine"
      ],

 

Is it possible to disable the broadcast? in the configuration it is disabled but it doesn't work

 

image.png.12ae1cf4f67e20ae31773932971ebef1.png

 

 

image.thumb.png.0def4d1fdb5109786650bedfa5190565.png

image.png.e61d2b09c21bf396567c4bd497bcb9fe.png      I wanted it to stay like this

Edited by chuck norris
  • Like 1
nivex

Posted (edited)

@chuck norrisill have it fixed in next update

Edited by nivex
  • Love 1

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