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Raidable Bases 2.9.2

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привет ,что за ошибка ? 

Failed to call hook 'CanEntityTakeDamage' on plugin 'RaidableBases v2.4.1' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.RaidableBases+RaidableBase.Record (BasePlayer attacker, BaseCombatEntity victim) [0x00011] in <cebde0317a124cd8aef82d96dbc89743>:0

at Oxide.Plugins.RaidableBases+RaidableBase.GetInitiatorPlayer (HitInfo hitInfo, BaseCombatEntity victim) [0x00010] in <cebde0317a124cd8aef82d96dbc89743>:0

at Oxide.Plugins.RaidableBases.HandleEntityDamage (BaseCombatEntity entity, HitInfo hitInfo) [0x002cc] in <cebde0317a124cd8aef82d96dbc89743>:0

at Oxide.Plugins.RaidableBases.CanEntityTakeDamage (BaseCombatEntity entity, HitInfo hitInfo) [0x0003c] in <cebde0317a124cd8aef82d96dbc89743>:0

at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0195e] in <cebde0317a124cd8aef82d96dbc89743>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <12678b905a6d43c3a9cc366104306651>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:0

 

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22 hours ago, Rubiks-Q-Bert said:

I'm aware. I'm asking if it's possible that something like that can be added. Separate the traps and not be one toggle.

added this is next update

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Hi, I'm sorry if someone else has said the same thing in the past.

Is it possible to make the inside and outside completely invisible?

  "Create Dome Around Event Using Spheres (0 = disabled, 10= darkness, recommended = 5)": 0,

Like. I do not want players who have not played the raid base to be able to do visibility from the outside and spoil the game. Like movie spoilers.

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19 hours ago, beetle said:

Hi, I'm sorry if someone else has said the same thing in the past.

Is it possible to make the inside and outside completely invisible?

  "Create Dome Around Event Using Spheres (0 = disabled, 10= darkness, recommended = 5)": 0,

Like. I do not want players who have not played the raid base to be able to do visibility from the outside and spoil the game. Like movie spoilers.

maybe in the future. it's a cool idea, but I don't know enough to implement it yet

Edited by nivex
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I don't know if this is something you can do or not @nivex but currently radios and lasers won't keep their settings when spawned in. They just spawn in to default settings. 

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2 hours ago, Rubiks-Q-Bert said:

I don't know if this is something you can do or not @nivex but currently radios and lasers won't keep their settings when spawned in. They just spawn in to default settings. 

Pretty sure that's a copy/paste issue. I tried pasting buildings in manually some time ago and found that the frequencies didn't work after being saved on. They do come in 'on the correct frequency', however they don't communicate properly. - Similar results on your end? We can start a request in copy/paste - although I have a feeling there may be a core limitation to making this work.

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Possibility of adding a 6th difficulty? Having a debate amongst the admins about easy version still being to difficult for some new players. We can re-tune our easy raids sure, but to have a 6th beginner/tutorial mode would be amazing. 

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On 1/24/2022 at 6:34 PM, Rubiks-Q-Bert said:

Possibility of adding a 6th difficulty? Having a debate amongst the admins about easy version still being to difficult for some new players. We can re-tune our easy raids sure, but to have a 6th beginner/tutorial mode would be amazing. 

sorry, but I have no plans to add anymore difficulties. there's no point for me to keep adding more difficulties, as it will continuously be requested, and some people don't use more than 3. so the only solution is to make it where the user can specify their own difficulties, however few or however many they want. but that would require a huge portion of the code be rewritten which i simply don't have the time for atm

Edited by nivex
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On 1/23/2022 at 11:15 AM, Carvenor said:

I figured out, that always the Raidnightmare3 Base has a problem to spawn with Copy-Paste.

If i paste a raidnightmare Base, 3 for example, it ist broken. If i load the base in Fortify and save it without changing anything and upload this, everything is fine. The Base is working.

Edited by Carvenor
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On 1/24/2022 at 3:34 PM, Rubiks-Q-Bert said:

Possibility of adding a 6th difficulty? Having a debate amongst the admins about easy version still being to difficult for some new players. We can re-tune our easy raids sure, but to have a 6th beginner/tutorial mode would be amazing. 

Just an idea, you could change 'Expert' to 'Noob' or 'Tutorial' or whatever you want (no one buys expert that I know of). It would require some editing of config files; rearrange button in the UI, rename file references, etc.. (I would still keep backup of expert in case you decide to change back) but definitely doable. Then just build your noob bases, putting up signs with instructions or whatever.. and copy them as raidnoob1, raidnoob2 and so on.

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15 hours ago, Carvenor said:

If i paste a raidnightmare Base, 3 for example, it ist broken. If i load the base in Fortify and save it without changing anything and upload this, everything is fine. The Base is working.

can you post the error you had?

 

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Тут ошибки есть  : Failed to call hook 'CanEntityTakeDamage' on plugin 'RaidableBases v2.4.1' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.RaidableBases+RaidableBase.Record (BasePlayer attacker, BaseCombatEntity victim) [0x00011] in <085a1f4242fb4a3796321e54ac56c84b>:0 
  at Oxide.Plugins.RaidableBases+RaidableBase.GetInitiatorPlayer (HitInfo hitInfo, BaseCombatEntity victim) [0x00010] in <085a1f4242fb4a3796321e54ac56c84b>:0 
  at Oxide.Plugins.RaidableBases.HandleEntityDamage (BaseCombatEntity entity, HitInfo hitInfo) [0x002cc] in <085a1f4242fb4a3796321e54ac56c84b>:0 
  at Oxide.Plugins.RaidableBases.CanEntityTakeDamage (BaseCombatEntity entity, HitInfo hitInfo) [0x0003c] in <085a1f4242fb4a3796321e54ac56c84b>:0 
  at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0195e] in <085a1f4242fb4a3796321e54ac56c84b>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <12678b905a6d43c3a9cc366104306651>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:0  
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

 

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On 1/28/2022 at 8:40 AM, nivex said:

can you post the error you had?

 

(17:33:44) | Exception while calling NextTick callback (DllNotFoundException: libgdiplus.so.0)

at (wrapper managed-to-native) System.Drawing.GDIPlus.GdiplusStartup(ulong&,System.Drawing.GdiplusStartupInput&,System.Drawing.GdiplusStartupOutput&)

at System.Drawing.GDIPlus..cctor () [0x000b0] in <04abc238e1e64b378e01047493bf1e72>:0

After loading in Fortify and save without changings, the new File ist working.

Raid3 before.PNG

Raid3 after.PNG

 

Edited by Carvenor
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@Deadpoolfixed in next update ty

@Carvenoroh, you need to install libgdiplus. this will fix your issues. the install command is: sudo apt-get install -y libgdiplus

Edited by nivex
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hi nivex, bases have been spawning inside zones made with zone manager that should be blocked. is this an issue or is it just me?

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@Emigodepends how you have rb configured for the zones in Allowed Zone Manager Zones

other than that idk how that is possible that it just randomly breaks.

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@nivexdoes the imported skin list issue look like it will get resolved soon? just wondering, i know you pointed it out to me before but i forgot to ask if you had a handle on it..

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@Swedish ChefI will likely remove it since I see no reason why it should be an issue in the first place. if I can't fix it then it should be removed

Edited by nivex
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18 minutes ago, nivex said:

if I can't fix it

then for sure remove it.. but it is an awesome thing to have certain skins only in the RaidableBases

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9 hours ago, Swedish Chef said:

then for sure remove it.. but it is an awesome thing to have certain skins only in the RaidableBases

we'll see. I'm going to try reimplementing it differently first

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On 1/27/2022 at 12:34 PM, Clockwurk said:

Just an idea, you could change 'Expert' to 'Noob' or 'Tutorial' or whatever you want (no one buys expert that I know of). It would require some editing of config files; rearrange button in the UI, rename file references, etc.. (I would still keep backup of expert in case you decide to change back) but definitely doable. Then just build your noob bases, putting up signs with instructions or whatever.. and copy them as raidnoob1, raidnoob2 and so on.

Our player base runs the gambit of easy to nightmare. They may not buy them but they def will raid the random ones. 

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