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Raidable Bases 2.9.8

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MNfreakTim

Posted

1 hour ago, Covfefe said:

can someone with a perfect height config where none of the buildings spawn underground post their config?

Honest answer... unless you have set zones for them at a specific height. I made a couple custom maps with islands at 1 meter above sea level and i have custom points for the bases. As a result the bases never spawn underground for me any more. But that is the only fix I have found.

  • Like 1
energi_505

Posted

14 hours ago, Covfefe said:

Может ли кто-нибудь с идеальной конфигурацией высоты, где ни одно из зданий не появляется под землей, опубликовать свою конфигурацию?

Just a tip.Configure the height for each type of bases.By the spawn test method.The only thing is that they will be slightly raised and it will not be difficult for the player to climb up the stairs there.And you will no longer have this question for always.It helped me.Sat testil and picked up the optimized height for the bases.

  • Like 1
Fusion 3.64

Posted (edited)

Just had an admin point this out to me. Not a huge deal overall. But might be in lower grade bases.

 

Screenshot 2021-10-03 11.17.07.jpg

Edited by thepiercedweirdo
  • Like 2
T-Nuts

Posted

Getting this error now and not sure what's up. I recently changed the difficulty_loot files but triple checked them and had no errors in them. After changing them I reloaded the plugin and started getting this error...

 

Failed to call hook 'OnServerInitialized' on plugin 'RaidableBases v2.1.6' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.RaidableBases.<LoadTable>m__F (Oxide.Plugins.RaidableBases+TreasureItem ti) [0x00000] in <cfa995b892084dcea746f8afeffeff88>:0
at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x0001a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Oxide.Plugins.RaidableBases.LoadTable (System.String file, System.Collections.Generic.List`1[T] lootList) [0x00037] in <cfa995b892084dcea746f8afeffeff88>:0
at Oxide.Plugins.RaidableBases.LoadTables () [0x000d1] in <cfa995b892084dcea746f8afeffeff88>:0
at Oxide.Plugins.RaidableBases.Initialize () [0x00024] in <cfa995b892084dcea746f8afeffeff88>:0
at Oxide.Plugins.RaidableBases.OnServerInitialized (System.Boolean isStartup) [0x00059] in <cfa995b892084dcea746f8afeffeff88>:0
at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x004b7] in <cfa995b892084dcea746f8afeffeff88>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0

  • Like 1
T-Nuts

Posted

Sorry, meant to post this in the support section. Just posted it there

  • Like 2
doublee313

Posted

Hey N....Looks like the Copy/Paste plugin updated and I'm getting this with RB:

 

Failed to call hook 'TryPasteFromVector3' on plugin 'CopyPaste v4.1.29' (NullReferenceException: Object reference not se
t to an instance of an object)
  at Oxide.Plugins.CopyPaste.Paste (System.Collections.Generic.ICollection`1[T] entities, System.Collections.Generic.Dic
tionary`2[TKey,TValue] protocol, System.Boolean ownership, UnityEngine.Vector3 startPos, Oxide.Core.Libraries.Covalence.
IPlayer player, System.Boolean stability, System.Single rotationCorrection, System.Single heightAdj, System.Boolean auth
, System.Action callback, System.String filename) [0x00042] in <106d7a41a6c14ac78ff539e3a5d373ef>:0
  at Oxide.Plugins.CopyPaste.TryPaste (UnityEngine.Vector3 startPos, System.String filename, Oxide.Core.Libraries.Covale
nce.IPlayer player, System.Single rotationCorrection, System.String[] args, System.Boolean autoHeight, System.Action cal
lback) [0x005c5] in <106d7a41a6c14ac78ff539e3a5d373ef>:0
  at Oxide.Plugins.CopyPaste.TryPasteFromVector3 (UnityEngine.Vector3 pos, System.Single rotationCorrection, System.Stri
ng filename, System.String[] args, System.Action callback) [0x00000] in <106d7a41a6c14ac78ff539e3a5d373ef>:0
  at Oxide.Plugins.CopyPaste.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0045d] in
<106d7a41a6c14ac78ff539e3a5d373ef>: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 <9882f28dc2204b4dba5
14a9ad18f5042>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9
ad18f5042>:0

  • Like 1
doublee313

Posted

New copy paste update fixed. Thx

  • Like 1
MNfreakTim

Posted (edited)

Before updating the plugin today I had it set for maintained events to spawn 1 minute after the latest spawn. This was due to wanting the raid bases to respawn to max population right after a server restart. However after today's update I seem to be getting stuck at very few bases spawning and there being an incredible delay between spawns. I am using custom spawn points (14 points on the map with 12 maximum events at one point in time). I just wanted to let you know...

On both of my servers this caused the program to produce roughly 4 bases in an hour of waiting. I rolled the plugin back to 2.1.4 and they spawned as they had been previously.

Edited by MNfreakTim
  • Like 1
nivex

Posted

6 hours ago, MNfreakTim said:

Before updating the plugin today I had it set for maintained events to spawn 1 minute after the latest spawn. This was due to wanting the raid bases to respawn to max population right after a server restart. However after today's update I seem to be getting stuck at very few bases spawning and there being an incredible delay between spawns. I am using custom spawn points (14 points on the map with 12 maximum events at one point in time). I just wanted to let you know...

On both of my servers this caused the program to produce roughly 4 bases in an hour of waiting. I rolled the plugin back to 2.1.4 and they spawned as they had been previously.

hey. in order to fix you would need to run rbe debug and post me the messages

  • Like 1
Bumfuzzler

Posted

With this latest update, is there any configuration settings we need to pay attention to to reset them? I see some were moved. Are they being moved successfully retaining the original settings?

  • Like 1
Fusion 3.64

Posted

Bases are spawning into rocks now.

20211010215937_1.jpg

  • Like 2
  • Sad 1
nivex

Posted

2 hours ago, Bumfuzzler said:

With this latest update, is there any configuration settings we need to pay attention to to reset them? I see some were moved. Are they being moved successfully retaining the original settings?

Moved settings are not reapplied retroactively. These need reset if they apply to you.

  • Reimplemented Murderer Items to use lists
  • Reimplemented Scientist Items to use lists
  • Removed `Alternative Despawn Method` and primary method
  • Moved `Maximum Elevation Level` to profiles
  • Love 2
nivex

Posted

46 minutes ago, thepiercedweirdo said:

Bases are spawning into rocks now.

can you try replacing !SpawnsController.Instance.Test with SpawnsController.Instance.Test and tell me if that fixes the issue for you?

Autocucumber

Posted (edited)

Boxes aren't being spawned skinned even though ( "Force All Boxes To Have Same Skin": true, ) 

Kits assigned to bots are being RE-skinned. (ie: I have an AtomicLR kit that is assigned to scientists, they get the kit, but the items are reskinned and do NOT have the intended skin.)

Bases are building IN monuments ( "Extra Distance To Spawn From Monuments": 75.0, )

Just a few issues I've noticed. 

Edit: Reloading the plugin fixed boxes and spawn distance (shrug) but kits are still being reskinned. Is that a config option I'm missing?

Edited by Autocucumber
  • Like 1
nivex

Posted

12 minutes ago, Autocucumber said:

Edit: Reloading the plugin fixed boxes and spawn distance (shrug) but kits are still being reskinned. Is that a config option I'm missing?

monument issue could be that the server wasn't reporting any monument pathing (TerrainMeta.Path.Monuments). let me know if it happens a second time

disable Randomize Npc Item Skins for npc kits if you don't want them reskinned

nivex

Posted

I found the monument issue, the method isn't even called. oops =/ I'll release a fix soon

  • Haha 1
Fusion 3.64

Posted (edited)

13 hours ago, nivex said:

can you try replacing !SpawnsController.Instance.Test with SpawnsController.Instance.Test and tell me if that fixes the issue for you?

I can't load that at the moment. There's really never a moment that there isn't an active raid.
Had another base spawn on a rock. This one is pretty much in the middle of it.
 

20211011120535_1.jpg
I'll try to get it in after the server restart.

Edited by thepiercedweirdo
  • Like 1
Autocucumber

Posted

2 minutes ago, thepiercedweirdo said:

I can't load that at the moment. There's really never a moment that there isn't an active raid.
Had another base spawn on a rock. This one is pretty much in the middle of it.
 

20211011120535_1.jpg
I'll try to get it in after the server restart.

Idk. This looks like something where I'd say "Screw your raid, this needs fixed now."

  • Like 1
Fusion 3.64

Posted

12 minutes ago, Autocucumber said:

Idk. This looks like something where I'd say "Screw your raid, this needs fixed now."

One of my admins was in there.
But you're right. Though sadly this logic doesn't apply to everyone.
Also I have it so players have to wait until a raid is finished or times out before they can start another.
So if a base is fucked like this one is and you can't tell until you blow through the wall, it's locked to you and you can't do anything about it.
I could reload the plugin. But if I do it screws all the other active raids.

13 hours ago, nivex said:

can you try replacing !SpawnsController.Instance.Test with SpawnsController.Instance.Test and tell me if that fixes the issue for you?

So I managed to get the line swap in before the 12:30 restart. And it looks like it worked.
A new base spawned right next to the area I just posted.
I'm guessing that means that it managed to see the rock formations?
I do not understand code at all. So removing a ! confuses me even more lol.

  • Like 1
nivex

Posted

46 minutes ago, thepiercedweirdo said:

One of my admins was in there.
But you're right. Though sadly this logic doesn't apply to everyone.
Also I have it so players have to wait until a raid is finished or times out before they can start another.
So if a base is fucked like this one is and you can't tell until you blow through the wall, it's locked to you and you can't do anything about it.
I could reload the plugin. But if I do it screws all the other active raids.

So I managed to get the line swap in before the 12:30 restart. And it looks like it worked.
A new base spawned right next to the area I just posted.
I'm guessing that means that it managed to see the rock formations?
I do not understand code at all. So removing a ! confuses me even more lol.

Haha yeah. It was a typo. I'm not sure how I missed something so important considering it worked fine for me and others during testing

Fusion 3.64

Posted

26 minutes ago, nivex said:

Haha yeah. It was a typo. I'm not sure how I missed something so important considering it worked fine for me and others during testing

Oh. Gotcha.

  • Like 2
lengka

Posted

> rbevent
Invalid or disabled profile: Manual Random

 

 

how to do

  • Like 1
Autocucumber

Posted

On 10/10/2021 at 10:52 PM, nivex said:

can you try replacing !SpawnsController.Instance.Test with SpawnsController.Instance.Test and tell me if that fixes the issue for you?

Where is this located to change? Will it help with bases spawning in monuments even though I have additional distance set to 150?

  • Like 1
Fusion 3.64

Posted (edited)

I use https://code.visualstudio.com/ to edit my configs.
Just use CTRL+F then paste !SpawnsController.Instance.Test into the search field.
Hit enter and it'll bring you right to it.

It also has the option to replace all entries with another entry.
Great for doing group edits on a config if you have to change glue to sticks one like 23 lines for example.

Lifesaver on BotSpawn when making massive changes to the serverwide behavior to the bots.

Edited by thepiercedweirdo
  • Like 1
Autocucumber

Posted

4 minutes ago, thepiercedweirdo said:

I use https://code.visualstudio.com/ to edit my configs.
Just use CTRL+F then paste !SpawnsController.Instance.Test into the search field.
Hit enter and it'll bring you right to it.

It also has the option to replace all entries with another entry.
Great for doing group edits on a config if you have to change glue to sticks one like 23 lines for example.

Lifesaver on BotSpawn when making massive changes to the serverwide behavior to the bots.

Right... but which config file is it in? 

I use Notepad++ so it has a similar functionality, and I can't find it.

  • Like 1

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