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Raidable Bases 2.9.2

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1 hour ago, Mabel said:

remove `heavy` from the Prefab ID List

Thank you! 

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9 hours ago, nivex said:

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

No he did not I put in a bug report and several others have too evidently this affects more than switches it also affects the industry stuff and other electrical inputs. There are plenty of bug reports I am just not certain if misticos Is monitoring these channels.

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nivex

Posted (edited)

if you remove from the Prefab ID List then you would need to set Enabled to true as well @Dead Nasty@Mabel this of course means that it would pick a random prefab from that list, so you need to remove from that list anything you don't want to use.

Disable All Prefab Loot Spawns or you can enable this and it won't drop any prefab loot

Edited by nivex
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21 minutes ago, nivex said:

if you remove from the Prefab ID List then you would need to set Enabled to true as well @Dead Nasty@Mabel this of course means that it would pick a random prefab from that list, so you need to remove from that list anything you don't want to use.

Disable All Prefab Loot Spawns or you can enable this and it won't drop any prefab loot

Thank you!

Much appreciated.  

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Anyone knows how to remove The Bubble over the RaidableBases ? I put them on Island, no need the dome no more, and even the stone wall's can it be turned off?

 

Thank you .

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1 hour ago, Grumpy Old said:

Anyone knows how to remove The Bubble over the RaidableBases ? I put them on Island, no need the dome no more, and even the stone wall's can it be turned off?

 

Thank you .

To turn off the walls you need to edit the Profile. Go to the RaidableBases folder located in the data folder and from there go to profiles now select the profile you would like to edit. You should see the following:

  "Arena Walls": {
    "Enabled": false,
    "Stacks": 1,
    "Ignore Stack Limit When Clipping Terrain": true,
    "Ignore Forced Height Option": true,
    "Use Stone Walls": false,
    "Use Iced Walls": false,
    "Use Least Amount Of Walls": false,
    "Use UFO Walls": false,
    "Radius": 25.0

Hopefully this helps.

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2 hours ago, Swedish Chef said:

whats the easiest way to add new items to loot.jsons?

 

im not going to delete my question lol, as a mark of shame im going to leave it here. 

the answer is the console command 'rb.populate all' it will take into account the loot tables you already have in the Difficulty loot.

its so easy. i was expecting it to be horrendous.

i can already see nivex has replied lol.

 

edit: Beees loot table editor is awesome

Edited by Swedish Chef
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@Swedish Chef

well, it is certainly convenient using rb.populate but it's extremely tedious and time consuming. the rb loot table editor by beee makes it easier as it has a nice UI and features

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1 hour ago, nivex said:

beee

yea, just gone through updating mine and agree, its awesome, ta

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Is it possible to add an additional level to the RaidBases, like HELL, or just to rename the current available levels?
We had multiple discussions especially on nightmare bases where some players are crying, these are to hard and some say it should be a bit harder.
My thouhgts are; what if i could install a level "Hell", where i can say; if you try that level you're completely on your own and have no guarantee that you'll ever be able to do it.

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@Dr.D.Bug

heya. custom levels aren't possible yet but you can rename existing ones in the language file

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On 4/5/2024 at 8:29 AM, LizardMods said:

No he did not I put in a bug report and several others have too evidently this affects more than switches it also affects the industry stuff and other electrical inputs. There are plenty of bug reports I am just not certain if misticos Is monitoring these channels.

any chance you know of a fix yet? as I have 250+ base files with a TON of electric i need to figure out how to fix. Thanks in advance! Also @nivex I think something may be up with landmines, since the force wipe landmines in my raidables are not exploding, even if you break the structure they are on, they just float there. Not sure what is causing the issue but i have been trying to figure it out

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@SirApesALot

heya, I don't have issues with landmines detonating on structures while stepping off of them or when the structure that they are on dies. you can try sending a copypaste file with this issue, and I can look at it tonight, but not seeing an issue atm

.

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Hi @nivex

Is there any multipliers besides the one in the Profile's files? 

I'm getting more items that the one I have in the config 

 

Profile file

  "Loot Amount Multiplier": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0,


Loot File 

 

  {
    "shortname": "ammo.rocket.hv",
    "name": null,
    "blueprint": false,
    "skin": 0,
    "amount": 100,
    "amountMin": 30,
    "probability": 1.0,
    "stacksize": -1
  },

 

 

But when the base spawn It spawning a lot more than what it should, most likely I'm missing some configuration but maybe you can guide me 

 

image.png

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16 minutes ago, Yac Vaguer said:

Hi @nivex

Is there any multipliers besides the one in the Profile's files? 

I'm getting more items that the one I have in the config 

 

Profile file

  "Loot Amount Multiplier": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0,
  "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0,


Loot File 

 

  {
    "shortname": "ammo.rocket.hv",
    "name": null,
    "blueprint": false,
    "skin": 0,
    "amount": 100,
    "amountMin": 30,
    "probability": 1.0,
    "stacksize": -1
  },

 

 

But when the base spawn It spawning a lot more than what it should, most likely I'm missing some configuration but maybe you can guide me 

 

image.png

try something like this (profiles cfg)

Screenshot_2024-04-10-09-11-21-86_87c2225eebc34d2513fa0e7ad5b93cfc.jpg

Screenshot_2024-04-10-09-12-06-41_87c2225eebc34d2513fa0e7ad5b93cfc.jpg

Edited by aimacak
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@Yac Vaguer

heya it won't spawn more than configured. so if it's not in the base loot or difficulty loot tables then it will be in your copypaste files. third party packs are bad about this. there are no items in my packages.

Empty All Containers Before Spawning Loot is in the profiles and will help with any copypaste files that contain loot.

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13 hours ago, nivex said:

@Yac Vaguer

heya it won't spawn more than configured. so if it's not in the base loot or difficulty loot tables then it will be in your copypaste files. third party packs are bad about this. there are no items in my packages.

Empty All Containers Before Spawning Loot is in the profiles and will help with any copypaste files that contain loot.

I have this also in my profile configuration, that based on  my interpretation should remove all copy/paste loot and set the one in Raidable Bases

 

  "Empty All Containers Before Spawning Loot": true,
  "Empty All Containers (Exclusions)": [
    "xmas_tree.deployed",
    "xmas_tree_a.deployed"
  ],

 

 

@aimacak

Thank you I have it on false, but it seems that is not fixing the issue 

 

  "Always Spawn Base Loot Table": false

image.png.891c4a79fa07c9ce50eca17733cabb2f.png

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I doubled check, and apparently the multiplier was set to 3, I don't know how I missed this, when I checked it yesterday, but now seems that works as  i expected. 

Thank you for the quick answer !!

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Question @nivex I have a player that's constantly being disconnected due to this error. It's just him he doesn't say anything about it. When I bring it up he claims all he's doing is walking through a door. TBH I don't believe him.

Like clock work he does the same thing every time. Buys a Hazmat suit -- goes back to the raid base gets disconnected. Buys a hazmat suit goes back gets disconnected. 

 

Any idea of what this error code/message means?

 

Exception (cs:95822): NullReferenceException: Object reference not set to an instance of an object. BaseViewModel.HideSightMeshes (System.Boolean bHide) (at <00000000000000000000000000000000>:0) ViewmodelAttachment.CreateAttachment () (at <00000000000000000000000000000000>:0) BaseEntity.UpdateDisableState () (at <00000000000000000000000000000000>:0) BaseEntity.UpdateDisableState () (at <00000000000000000000000000000000>:0) HeldEntity.OnDeploy () (at <00000000000000000000000000000000>:0) BaseProjectile.OnDeploy () (at <00000000000000000000000000000000>:0) BasePlayer.HeldEntityStart () (at <00000000000000000000000000000000>:0) PlayerBelt.ChangeSelect (System.Int32 iSlot, System.Boolean allowRunAction) (at <00000000000000000000000000000000>:0) PlayerBelt.DoNextItemDirection (InputState state, System.Int32 direction) (at <00000000000000000000000000000000>:0) PlayerBelt.ClientInput (InputState state) (at <00000000000000000000000000000000>:0) BasePlayer.ClientInput (InputState state) (at <00000000000000000000000000000000>:0) BasePlayer.ClientUpdateLocalPlayer () (at <00000000000000000000000000000000>:0) BasePlayer.ClientCycle (System.Single deltaTime) (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) BaseEntity:UpdateDisableState() BaseEntity:UpdateDisableState() HeldEntity:OnDeploy() BaseProjectile:OnDeploy() BasePlayer:HeldEntityStart() PlayerBelt:ChangeSelect(Int32, Boolean) PlayerBelt:DoNextItemDirection(InputState, Int32) PlayerBelt:ClientInput(InputState) BasePlayer:ClientInput(InputState) BasePlayer:ClientUpdateLocalPlayer() BasePlayer:ClientCycle(Single) Client:Update()

Edited by Stark
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@Starknah looks like a client side issue. have him verify his files. otherwise not sure

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I saw a user "tanking" a turret from a Raidable Bases, initially I thought that was some kind of cheat, in the combatlog there is no impact from the turret to the player. 

Then someone else report that the turrets were not hitting them, kind of missing all the bullets 

He was destroying the turrets not receiving any hit 

 

I don't have any turret plugin, I do have SkillTree, which initially was the first thing to check, but it is not like he is not receiving enough damage, it is like the turret was avoiding him. There is no such a skill in SkillTree

image.png

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@Yac Vaguer 

heya

I know people were having this issue when turrets shot through prison cell but that's an issue with the game. a plugin might be able to cause it but I doubt it

your issue could be the same but I can't tell from your screenshot. if its not a prison cell then another plugin is blocking the damage to the player, or there's some game or plugin issue I'm unaware of

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