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Raidable Bases 3.1.3

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   (70 reviews)

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RR_Tappi

Posted

Okay, I'll delete the language file and check again. Thank you.

  • Like 1
laodu

Posted

6 hours ago, nivex said:

@laoduwith what arguments for this API? 

this exists already for all events, but its not specific to buyable.

        [HookMethod("GetAllEvents")]
        public List<(Vector3 pos, string mode, int level, bool allowPVP, string a, float b, float c, float loadTime, ulong ownerId, BasePlayer owner, List<BasePlayer> raiders, List<BasePlayer> intruders, HashSet<BaseEntity> entities, string baseName, DateTime spawnDateTime, DateTime despawnDateTime, float radius, int lootRemaining)> GetAllEvents(Vector3 position, float x = 0f)
        {
            return new(Raids.Select(raid => (raid.Location, raid.Options.Mode, raid.Options.Level, raid.AllowPVP, raid.ID, 0f, 0f, raid.loadTime, raid.ownerId, raid.GetOwner(), raid.GetRaiders(), raid.GetIntruders(), raid.Entities, raid.BaseName, raid.spawnDateTime, raid.despawnDateTime, raid.ProtectionRadius, raid.GetLootAmountRemaining())));
        }

 

Calling this API in other plugins is to prevent players from repeatedly purchasing raid bases. Repeated purchases in other plugins will result in failure. Without a callback API, it is impossible to determine whether the player has successfully purchased the raid stronghold.

nivex

Posted (edited)

@laodu

ok, this exists too. this is what RaidableBases uses when it blocks you from purchasing multiple raids.

add it to your plugin and call it.

private bool IsEventOwner(BasePlayer player) => Convert.ToBoolean(RaidableBases?.Call("IsEventOwner", player, true));

example

private bool CanPurchase(BasePlayer player)
{
	if (IsEventOwner(player))
	{
		player.ChatMessage("You cannot buy multiple raids.");
		return false;
	}
	return true;
}

 

Edited by nivex
  • Like 1
Kk

Posted

Hello author, every time the server restarts, there will be legacy buildings. How should I handle this situation????

QQ_1771139157931.png

nivex

Posted (edited)

@Kk

hi, I'd be looking for an error instead of thinking that the base persisted after a restart somehow. that is not possible unless another plugin is causing it. otherwise, bases are not saved in the map's save file anymore and cannot persist because they won't exist. highwalls are not saved either. this has been the case since version 2.8.6

the copypaste plugin is what handles this behavior. I've checked out the recent copypaste updates and this behavior has not changed and still works properly. raidablebases tells the copypaste plugin to not save anything that spawns. I've added output to both plugins to confirm this.

Quote

(03:13:01) | Loaded plugin Copy Paste v4.2.5 by misticos
(03:13:06) | [Copy Paste] EnableSaving is disabled? True
(03:13:06) | [RaidableBases] couldSaveOriginally is disabled? True, EnableSaving is disabled? True
(03:13:06) | You've successfully pasted the structure
(03:13:09) | [RaidableBases] raideasy1 @ X4 : 30 items

I'd be looking for some error,  or any plugin that uses EnableSaving or enableSaving in an OnEntitySpawned hook.

Edited by nivex
zoidberg

Posted

I have done some own raidbases and fixed so they spawn in (all good there) the problem are that the npcs that guards the bases drop way to may items on death.

In what file do I change how many items the npcs shall drop. I have changed in data/profile/easybases, but stil they drop 14-15 items when they killed, thats way to much.

This is from the easybase profile file:

"Murderer Items Dropped On Death": [
      {
        "shortname": "ammo.pistol",
        "name": null,
        "text": null,
        "blueprint": false,
        "skin": 0,
        "amount": 3,
        "amountMin": 2,
        "probability": 1.0,
        "stacksize": -1
      }
    ],
    "Scientist Items Dropped On Death": [
      {
        "shortname": "ammo.rifle",
        "name": null,
        "text": null,
        "blueprint": false,
        "skin": 0,
        "amount": 3,
        "amountMin": 2,
        "probability": 1.0,
        "stacksize": -1
      }

nivex

Posted (edited)

hi, those settings are what the plugin drops on death.

the game will drop it's own prefab loot too. all of my npcs are heavy scientists so they will drop heavy scientist loot. you can change that under Spawn Alternate Default Scientist Loot

oxide/data/RaidableBases/Profiles/

this example changes it to scientist roam loot

    "Spawn Alternate Default Scientist Loot": {
      "Prefab ID List": [
        "roam"
      ],
      "Enabled": true,
      "Disable All Prefab Loot Spawns": false
    },

if you don't want any prefab loot then set Disable All Prefab Loot Spawns to true instead.

any other loot is from another plugin

@zoidberg

Edited by nivex
ciri

Posted

hi, thank you for your hard work making my rust server a better home for our players. can you help me out and tell me how to change the color of the domes, and what colors are available. if not to much trouble. i have the t3 pack aw.
thank you.

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