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Raidable Bases 2.9.2

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Hey there. That bunker base is still spawning in the ground.

20211212133315_1.jpg

20211212133503_1.jpg

Running this map

That top tier base with the "walls" built around it seems to be another huge offender as well.

Edited by thepiercedweirdo
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@thepiercedweirdohey,

that looks like raideasy10 - just recopy it slightly higher off of the ground, or edit the profile and increase the height to 2.0. it's fixed in next package update if I can ever get to it...

to note Maximum Elevation Level can most definitely cause some bases to appear like they've been pasted wrong when in fact they haven't. the default value is 2.5 meters so that is how far the base can be off certain points of the terrain, and likewise how far in it can be too.

try adjusting it to 2.0 meters but this can and most definitely will cause issues on maps with bad terrain as it will reduce the potential amount of spawn points on the grid. my suggestion? if you don't want to edit the height to accommodate this setting then just ignore it. the loot shouldn't spawn underground anyway. i don't believe there will ever be a proper fix for this unless maps become flatter

 

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I realize this is probably not an issue for Raidable Bases, but I want to share for just the information. I have a PVE server and when the night zombies start the murderer's for Raidable Bases become invincible. I confirmed by unloading the night zombie's plugin which allowed me to then be able to kill the Raidable Bases murderers. The Scientists outside the Raidable Bases were not affected. The murderers will chase outside the dome, but the scientists will stay inside whether the night zombies are running or not.

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4 hours ago, IanHendry80 said:

Hi guys. Anyone know what this error means. Thanks

message (1).txt 8.04 kB · 9 downloads

I will save everyone some time by pasting the error:

 

(16:08:28) | Failed to call hook 'OnLoseCondition' on plugin 'RaidableBases v2.3.0' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Core.Libraries.Permission.UserHasPermission (System.String id, System.String perm) [0x0000a] in <9882f28dc2204b4dba514a9ad18f5042>:0 
  at Oxide.Plugins.RaidableBases.HasPermission (System.String id, System.String perm) [0x00005] in <d5d436d3ab7e4fa2b5815016a0829326>:0 
  at Oxide.Plugins.RaidableBases.OnLoseCondition (Item item, System.Single amount) [0x00033] in <d5d436d3ab7e4fa2b5815016a0829326>:0 
  at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00576] in <d5d436d3ab7e4fa2b5815016a0829326>: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 <9882f28dc2204b4dba514a9ad18f5042>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0

 

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20 hours ago, Y2kcavy said:

I realize this is probably not an issue for Raidable Bases, but I want to share for just the information. I have a PVE server and when the night zombies start the murderer's for Raidable Bases become invincible. I confirmed by unloading the night zombie's plugin which allowed me to then be able to kill the Raidable Bases murderers. The Scientists outside the Raidable Bases were not affected. The murderers will chase outside the dome, but the scientists will stay inside whether the night zombies are running or not.

Having the same issue my side, using Zombie Horde plugin, when they enter the raid bubble they cant be killed

 

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I have multiple servers. Are there any multiple server licenses available or as owner am I allowed to use on any of my servers?

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I have multiple servers. Are there any multiple server licenses available or as owner am I allowed to use on any of my servers?

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Hello i would need to be enlightened on this subject ?

    "shortname": "ammo.pistol.fire",
    "name": null,      <-------------------------------------------- ( what is useful?
    "amount": 40,
    "skin": 0,
    "amountMin": 40,
    "probability": 1.0, <-----------------------------------( I have a hard time understanding how to balance this
    "stacksize": -1  <------(what is the report to the server stack?
  },

 

I developed a tool to simplify the task to add objects is managed loots I have to update it is the finish, but here is what it gives.

https://gyazo.com/71504938ec603d575530c2173182fa32

https://gyazo.com/324fadb4e89ce495a7e97ea831e37dcc

https://gyazo.com/85cd158f0ee8e3a9acf0c784e481064f

 

 

 

 

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I also have an idea for a feature for the premium version,

1) manage loots profiles part difficulty, so deployable as fridge, oven, ect part example that ovens this filled as chests randomly with min / max of coal or iron suffers

2) There is an option to change the stone base if it is made of wood, it would be great to add part example I jam that EasyBase1 which is at the base in stone, can be randomly in full wood.

3) compatibility ALPHALOOT plugin loot

4) I would have liked to configure bases part difficulty part example, I can configure that the easy base, that the small doors are randomly made of wood or metal, and that the large ones are randomly between wood and metal, it would be great, for the diversity

 

Sorry for the translation I am French

Can we create more than 5 basic profiles based on difficulty?

 

 

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I do like the idea of maybe randomizing what types of doors are put in what slots tho I can see this  being interesting if you just look for a wallframe for double doors and garage doors..., would also like to see maybe the ability for the addon to choose from X diffrent gun/ammo combinations for auto turrets... maybe 1 turret has an AK with HV rounds while maybe another turret has a M92 with incen rounds?

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anyone else have a problem with npcs being able to escape the zone and follow you till you are out of sight?

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Yes I think it's a problem that the creator already knows, otherwise I tried that the pnj respawn in the beds it spawn out of base, but bug the 1 in the others and does not move

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@Delltus

the name field - what the item name will be when you view it in your inventory

probability - 0.0 to 1.0

stacksize - when set above -1 it ignores server stack size so you can configure it separately from the rest of the server

nice tool, but did you know about the rb.populate command? then you can just edit all items instead of adding individually

feature responses:

1. so you want Move Cookables Into Ovens moved into the profiles?

2. so randomly wood, and sometimes randomly stone? for the same base?

3. i will pass on alphaloot compability

4. i like this. noted for later

5. you can have as many profiles as you want but they must be 0-4 in difficulty. this is nice when you want to mix / match your PVE and PVP bases

@Razor14150you can add many weapons to that list already 😉 example...:

    "Random Weapons To Equip When Unequipped": [
      "rifle.ak", "rifle.bolt", "smg.thompson"
    ]

@God@Delltus fixed in next update 😃 should be done with testing very soon as it seems no more issues atm

 

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I think I may have missed something somewhere, is there a way to change the time till the spawned base despawns?  I have users who were raiding a base only to have it despawn right under there feet...

 

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19 minutes ago, Kevin Coe said:

I think I may have missed something somewhere, is there a way to change the time till the spawned base despawns?  I have users who were raiding a base only to have it despawn right under there feet...

 

"Minutes Until Despawn After Inactive (0 = disabled)": 60,
"Minutes Until Despawn After Inactive Resets When Damaged": true,

 

image.png.dad692bc6a5387728b5bcc2e47577fde.png

Edited by chuck norris
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1 hour ago, chuck norris said:

"Minutes Until Despawn After Inactive (0 = disabled)": 60,
"Minutes Until Despawn After Inactive Resets When Damaged": true,

 

image.png.dad692bc6a5387728b5bcc2e47577fde.png

I saw that in the config file, which leads to another question then, "When Damaged" does that mean when any damage occurs to the spawned base itself?  Or does something like a wall or door need to be destroyed in order for the counter to reset?

My apologies if I'm being a little dense on this...

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50 minutes ago, Kevin Coe said:

I saw that in the config file, which leads to another question then, "When Damaged" does that mean when any damage occurs to the spawned base itself?  Or does something like a wall or door need to be destroyed in order for the counter to reset?

My apologies if I'm being a little dense on this...

It's ok, I'm not very good either😅

it only takes a shot in a door or a wall or a hit with something, the counter resets again

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Does this happen if the TC has been destroyed?  Or once the TC is destroyed the "self destruct" button has been pressed (past the point of no return) and it will despawn no matter what you do?

When I asked a user if they had destroyed the TC yet, this was their response

"No I had not got to the tc yet and was in the middle of shooting rockets at a door"

I don't know if this makes a difference, these are timer spawned bases, not 'bought' bases.

 

Edited by Kevin Coe
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