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Raidable Bases 2.9.8

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   (52 reviews)

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nivex

Posted

heya @AaronL it can't spawn on beaches with that false. it would have to spawn them on water, and water settings is in each profile

set this to false. Allow Bases To Float Above Water

set this to true., Prevent Bases From Floating Above Water By Also Checking Surrounding Area

set this to 0.01, Maximum Water Depth Level Used For Float Above Water Option

Magnumk

Posted

Hey @nivex is there a way to limit the amount of turrets the player is allowed to build inside the raid?

Kaho

Posted

Hey,

Anyone know the config settings that bases will despawn only if the TC is also destroyed?
Currently players get all boxes and the Base starts Despawn Timer.
But they didnt find the TC in Time... 😕

Kapco411

Posted (edited)

 "Destroying The Cupboard Completes The Raid": true,

 

 "Minutes Until Despawn After Looting (min: 1)": 1,

 

Edited by Kapco411
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Soller

Posted

Just now, Kapco411 said:

 "Destroying The Cupboard Completes The Raid": true,

 

When this parameter is set to true, the raid ends anyway when all the boxes are destroyed. Personally, I don't see this as a problem.
This solves the problem.
"Minutes Until Despawn After Looting Resets When Damaged": true,

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nivex

Posted

@Magnumkheya, no. I don't limit how many entities.

@Kapco411Destroying The Cupboard Completes The Raid will not prevent the event from ending if they loot all of the boxes. thank you for answering though!

@KahoRequire Cupboard To Be Looted Before Despawning will require the TC always be looted before the event will end.

it will still despawn the base if the timer runs out, as intended. the word Despawning should be Completion.

 

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G1Sniper

Posted (edited)

hey @nivex Im having an issues with raidables .. since mid month wipe building blocks arent taking damage and in all profiles this option is set to false... Nothing was changed to my knowlage just randomly stared happeneing.
 

anywhere else i can look to fix this ?

 

Edited by G1Sniper
nivex

Posted

@G1Sniper

heya. hard to say. if it's not a setting in rb then it would be server.pve convar which needs to be false, or another plugin is blocking the damage

G1Sniper

Posted

soo weird ..was fine last week..wiped as its biweekly and now can damage building blocks... just did a complet reinstall and its persisted so fks me lol

 

G1Sniper

Posted

ok ignore me ..having a blonde moment.. was playing with carbon convars earlier and remembered i enables the pve convar fixed now fml

 

  • Like 1
Soller

Posted

I'm confused about the settings. In the settings, you can specify the custom points where the bases will appear? So that they do not appear anywhere except at the specified points.

G1Sniper

Posted

28 minutes ago, Soller said:

I'm confused about the settings. In the settings, you can specify the custom points where the bases will appear? So that they do not appear anywhere except at the specified points.

yeah you gotta create a spawn database.. then add the name you gave the database to the config and it will use those locations

  • Like 1
nivex

Posted

thanks G1

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Jorge Anso

Posted (edited)

Hello, the timings on the map markers are not working since the latest Rust updates. Do we know of any solution for this or an upcoming plugin update? I have the same problem in your other dangerous treasures plugin.

Edited by Jorge Anso
HunterZ

Posted

5 minutes ago, Jorge Anso said:

Hello, the timings on the map markers are not working since the latest Rust updates. Do we know of any solution for this or an upcoming plugin update? I have the same problem in your other dangerous treasures plugin.

You mean you can't see the times? This is due to Facepunch changes. Facepunch may have a fix coming.

  • Like 1
nivex

Posted

ya Facepunch has a fix coming, hopefully with this next rust update

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Jorge Anso

Posted

okay thanks, it was to know since some plugins had already modified this and the time appeared differently, I'll wait then

  • Like 1
nivex

Posted (edited)

big thanks to Facepunch for allowing devs to do this again!

simply update your rust server to apply their change

(plugins which use the new system will likely have to revert their code to have this old system back again)

image.png.94f391b684f910c1184d103e5aa9e86a.png

Edited by nivex
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Stark

Posted

2 minutes ago, nivex said:

big thanks to Facepunch for allowing devs to do this again!

simply update your rust server to apply their change

image.png.94f391b684f910c1184d103e5aa9e86a.png

So, what after wipe all the shops ui will go back to normal? 

nivex

Posted

@Stark

my plugins will, but many devs updated their plugins to show information using the new system. they likely would have to revert in order for it to work like in my screenshot above. I prefer it this way, so I will keep it as it were.

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Swedish Chef

Posted (edited)

nvm..

Edited by Swedish Chef
LizardMods

Posted

I'm just gonna leave a comment here because this plugin heavily depends on copy-paste. The position of the switch in copy-paste and many other plugins has gotten messed up. I asked White Thunder about it. This was his answer.

"The Y position just needed to be +1
So CopyPaste could probably just +1 all of them, but only for old pastes. It could record a version number in the file or something so it knows whether to add that amount."

I know you don't maintain this plugin but I thought I'd mention it because certainly someone will say something about a messed up raid base. and in this way at least you know what the problem is.

nivex

Posted

@LizardModsthank you for letting us know. do you know if WhiteThunder mentioned this to the dev of CopyPaste too? misticos

Dead Nasty

Posted

Question, How do we get the NPCs from dropping mini guns? Ppl be cheesing raids collecting them from bots, like 2 per raid lol

Mabel

Posted

1 hour ago, Dead Nasty said:

Question, How do we get the NPCs from dropping mini guns? Ppl be cheesing raids collecting them from bots, like 2 per raid lol

remove `heavy` from the Prefab ID List

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