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Raidable Bases 2.9.2

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Is it safe to turn on stability now? I remember their being a post in the description saying that stability on can cause stalls, wondering if that has since been fixed since that was quite a while ago.

Thanks in advance

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On 8/21/2024 at 12:58 AM, Dead Nasty said:

Is it safe to turn on stability now? I remember their being a post in the description saying that stability on can cause stalls, wondering if that has since been fixed since that was quite a while ago.

Thanks in advance

haha i thought the same so never turned on stability i will now at least will be able to foundation wipe a raid base if needed lol

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All of a sudden, every turret and shotgun trap starts firing as soon as you damage a door or wall. I didn't change anything. Any idea?

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@0g.Ghost.7373

not sure, that's not something that the plugin could do. maybe the server has become unstable and needs a restart, or maybe a plugin has broken physics 

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I found the issue, for some reason it stopped working right with the plugin WarMode.  I restarted, looked at every confit, and finally unloaded them all and slowly readied them until I found the one. Not sure what changed, but it was working, then it wasn't. I just went ahead and removed WM since all my players seem to be PVP.

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Nivex: Something is wrong with `AddZone()`'s matching on Zone Manager zone names against `Instance.config.Settings.Inclusions`. I've added logging to show that it's blocking zones with names in the inclusion list in the config file in order to produce the attached screenshots.

Edit: it looks like "*" doesn't work either.

 

image.png.0b6e4bbe5aa9a5d6735e32db885c0975.pngimage.png.78ce3b47303f483332245cbb60c10740.png

Edited by HunterZ
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I have a silly issue and would enjoy your input or ideas on how to fix it 😄

So I run a PvE server with Raidable Bases + Abandoned Bases, and the 'Remover Tool' (on uMod by Tryhard).
Now the 'Remover Tool' is configured to check for TC auth + auth on all (code)locks in a base, before it will allow /remove.
It's configured like that so that people can remove others twig buildup from their bases.

However it turns out that with a Raidable Base, destroying TC is all that is required to (ab)use the /remove-tool to just foundation wipe the base and scoop the loot 🙂
The door-check apparently does not happen - I suspect this is because the pasted doors are somehow not part of the same base internally.

Suggestions welcome if you happen to know a way around this issue!

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1 hour ago, NoxiousPluK said:

I have a silly issue and would enjoy your input or ideas on how to fix it 😄

So I run a PvE server with Raidable Bases + Abandoned Bases, and the 'Remover Tool' (on uMod by Tryhard).
Now the 'Remover Tool' is configured to check for TC auth + auth on all (code)locks in a base, before it will allow /remove.
It's configured like that so that people can remove others twig buildup from their bases.

However it turns out that with a Raidable Base, destroying TC is all that is required to (ab)use the /remove-tool to just foundation wipe the base and scoop the loot 🙂
The door-check apparently does not happen - I suspect this is because the pasted doors are somehow not part of the same base internally.

Suggestions welcome if you happen to know a way around this issue!

There is a setting in the config: end the raid after the cupboard is destroyed

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nivex

Posted (edited)

@NoxiousPluK

hi, you can add remove to Blacklisted Commands in the config to block that plugin

this will only work for the above command. if players have privileges to use the below commands then it will not work properly. Remover Tool does not call the canRemove hook for the below commands:
/remove all
/remove structure, or /remove s
/remove external, or /remove e
/remove admin
(it is intended that this command not be blocked if you activate it outside of the event first)
noclip (same as /remove admin)

it can be fixed if Tryhard were to implement call hooks for canRemove in each of those functions. otherwise I don't think there is anything I can do to prevent it.

 

Edited by nivex
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4 hours ago, nivex said:

@NoxiousPluK

hi, you can add remove to Blacklisted Commands in the config to block that plugin

this will only work for the above command. if players have privileges to use the below commands then it will not work properly. Remover Tool does not call the canRemove hook for the below commands:
/remove all
/remove structure, or /remove s
/remove external, or /remove e
/remove admin
(it is intended that this command not be blocked if you activate it outside of the event first)
noclip (same as /remove admin)

it can be fixed if Tryhard were to implement call hooks for canRemove in each of those functions. otherwise I don't think there is anything I can do to prevent it.

 

Oooh awesome, thank you - I will test that. They only have access to the 'base command' so that should be fine. Thanks!

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Am I able to put Bases in a shop separate by status?

Example: 

I want to sell PvE and PvP Bases Separately. 

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@Stark

set Convert PVP to PVE true to handle pve spawns

and in your command for shop.you can specify pvp to make it pvp instead

buyraid 0 steamid pvp

where steamid is whatever that plugin requires

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Released 2.9.0 which requires Rust update to compile. Enjoy ❤️
Please see the update notes for the changelog

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nivex

Posted (edited)

Added by request for @IIIaKa

  • Added `Explosive Costs` to profiles for users to input costs for each base, shown in the map marker shop window. Alternatively, use this to display approximate or potential raid rewards
  • These are not requirements and are not enforced in the plugin. This serves as information for you to easily relay to your players.
  • These costs are not determined automatically (and probably never will be as I have no clue how to do that)
  • Each base will have an example that is disabled by default. You can edit and change to the correct values and enable them to have them visible in the map marker shop window.
  • If you don't want the examples cluttering your profiles then you can remove them all with the command rb.config noexplosivecosts
  • This indeed would be a great addition for Easy and Medium profiles to show relative costs for raiding those bases to new players so they can get a better grasp at how raiding works

image.png.7d2565136403814a4f7355d867f6e5d5.png

Edited by nivex
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The raids do not want to use the spawn points we have set after the update.  Copy Paste was updated as well so not sure if that plug is really the issue.  Is there anyone else having this issue?

 

Edited by Eddie Flats
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2 minutes ago, Eddie Flats said:

The raids do not want to use the spawn points we have set after the update.  Copy Paste was updated as well so not sure if that plug is really the issue.  Is there anyone else having this issue?

 

Same

 

Edited by Kobani
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@Eddie Flats

@Kobani

the issue is something has broken with the Zone Manager support. I am not sure how to fix it but I am trying.

I suggest removing Zone Manager Zones from your spawn points for the time being (just disable the zone in Zone Manager. you don't need to delete it)

alternatively, if you move your spawns database into the profiles then you can enable Prevent Building Until Base Spawns and remove the need for Zone Manager entirely

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a quick note for anyone NOT using zone manager and bases do not spawn

Quote

Fixed Include PVE Bases and Include PVP Bases (fixed by @sickness0666)

this means if you have Include PVE Bases set to false in your config

and every profile has Allow PVP set to false

then nothing is going to spawn because every profile would be PVE and you are excluding them all

solution? set Allow PVP to true, or Include PVE Bases to true

use Convert PVE to PVP if you want bases to be PVP regardless of the Allow PVP setting

use Convert PVP to PVE likewise for PVE

Include PVE Bases and Include PVP Bases are for servers that have profiles with Allow PVP set to true and others set to false. it's a more advanced setting whereas Convert settings are straightforward (and override Allow PVP setting in the profiles)

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Released 2.9.1 to resolve issues with elevator error spam and bases not spawning inside of Allowed Zone Manager Zones

if you have zones, and you want bases to spawn in those zones, then you must add them to Allowed Zone Manager Zones in the config file.

alternatively, if you want bases in zones only then you may enable Use Grid Locations In Allowed Zone Manager Zones Only

enjoy ❤️

 

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