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Raidable Bases 2.9.8

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Swedish Chef

Posted

14 minutes ago, Rubiks-Q-Bert said:

Possible to alter how much ammo drops from auto turrets by difficulty?

i dont think so, the nearest thing would be to put more 556 ammo in the loot for that difficulty

  • Like 1
Rubiks-Q-Bert

Posted

6 minutes ago, Swedish Chef said:

i dont think so, the nearest thing would be to put more 556 ammo in the loot for that difficulty

Actually looking for less. It defaults to 2k for whatever reason and on lower difficulties, that's a bit OP.

  • Like 1
Swedish Chef

Posted (edited)

..

Edited by Swedish Chef
  • Like 1
Swedish Chef

Posted (edited)

4 minutes ago, Rubiks-Q-Bert said:

less.

whoo thats a lot.. lol. dunno then.

in Config ive got 

"Weapons": {
    "Infinite Ammo": {
      "AutoTurret": false,
      "FlameTurret": false,
      "FogMachine": false,
      "GunTrap": false,
      "SamSite": false
    },
    "Ammo": {
      "AutoTurret": 256,
      "FlameTurret": 256,
      "FogMachine": 5,
      "GunTrap": 12,
      "SamSite": 24
    },

im not sure where the 2k com from

but yea all my levels will be that

Edited by Swedish Chef
  • Like 1
Rubiks-Q-Bert

Posted

12 minutes ago, Swedish Chef said:

whoo thats a lot.. lol. dunno then.

in Config ive got 

"Weapons": {
    "Infinite Ammo": {
      "AutoTurret": false,
      "FlameTurret": false,
      "FogMachine": false,
      "GunTrap": false,
      "SamSite": false
    },
    "Ammo": {
      "AutoTurret": 256,
      "FlameTurret": 256,
      "FogMachine": 5,
      "GunTrap": 12,
      "SamSite": 24
    },

im not sure where the 2k com from

but yea all my levels will be that

It's set to 2k but its global is all. Being able to set an amount for each tier would be great.

  • Like 1
nivex

Posted

@Bena better map is the only real solution. you should not set Elevation Level above 2.5

@Rubiks-Q-Bertnope this is not an option. the config controls it for all difficulties.

  "Water Settings": {
    "Allow Bases To Float Above Water": false,
    "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0,
    "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true,
    "Maximum Water Depth Level Used For Float Above Water Option": 0.01
  },

you can try this to reduce the amount of water spawns but it'll likely cause more problems than its worth and most certainly will if you have bad terrain

Rubiks-Q-Bert

Posted

1 hour ago, nivex said:

@Rubiks-Q-Bertnope this is not an option. the config controls it for all difficulties.

Bummer. Thanks for the response!

  • Like 2
chuck norris

Posted

some bases are spawn without some boxes and without tc. has it happened to anyone?

  • Like 1
Iron

Posted

9 minutes ago, chuck norris said:

some bases are spawn without some boxes and without tc. has it happened to anyone?

Yep, had reports of it happening on my server, just haven't had a chance to investigate.  It's not every spawn apparently.  The TC's are definitely gone and it still shows loot to be claimed even though there are no boxes left.

 

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chuck norris

Posted

exactly like on my server but only now this update is happening

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Swedish Chef

Posted

I think i seen this yesterday.. wasnt sure and kind of dismissed it. If it was that its only happened 1/50ish to me.  I was checking loot tables..

  • Like 1
chuck norris

Posted

I saw it now on the console:

[Raidable Bases] Error: No usable containers found for easybase9 @ Z20!

 [Raidable Bases] easybase9 @ Z20 : 0 items

  • Like 1
chuck norris

Posted

if anyone with the same problem finds the cause please share

  • Like 1
Neighigh

Posted

@chuck norris Is it only easybase9? I haven't had this issue at all myself but I'd open that file in fortify to check on it first if you're seeing an issue with it only.

  • Like 2
chuck norris

Posted (edited)

1 hour ago, Neighigh said:

@chuck norris É apenas easybase9? Eu mesmo não tive esse problema, mas abriria esse arquivo no fortify para verificar primeiro se você estiver vendo um problema apenas com ele.

In the console I just received the error message from that base. but on other bases the same happens. sometimes boxes are missing and sometimes the tc is also missing and it happens in several difficulties. I already did it in fortity and it's ok.

I looked in the logs and it's been happening since 2.01.2022 but I don't understand I didn't install any plugin that day I don't understand why, maybe the problem is the copy paste

@nivexAny idea?🤔

Edited by chuck norris
  • Like 1
nivex

Posted (edited)

nope I'm going to need more info to figure out what's going on. first i've heard of this and i've had a few thousand raids spawn so far without this issue

can you please look for errors above that message? [Raidable Bases] Error: No usable containers found for

maybe an error like this? [Raidable Bases] SetupCollider ERROR: System.NullReferenceException

Edited by nivex
  • Like 2
chuck norris

Posted (edited)

4 hours ago, nivex said:

nope I'm going to need more info to figure out what's going on. first i've heard of this and i've had a few thousand raids spawn so far without this issue

can you please look for errors above that message? [Raidable Bases] Error: No usable containers found for

maybe an error like this? [Raidable Bases] SetupCollider ERROR: System.NullReferenceException

Hi nivex,Thanks for your response. I just have this error:

 [Raidable Bases] Error: No usable containers found for mediumbase010 @ J1!

[Raidable Bases] Error: No usable containers found for raideasy9 @ Z20!

[Raidable Bases] Error: No usable containers found for mediumbase06 @ B22!

Edited by chuck norris
  • Like 1
nivex

Posted (edited)

thanks but I need more info like I said 😛

I have an idea of what the problem might be so I will try to get that tested and release an update that hopefully resolves this for you guys

Edited by nivex
  • Love 1
chuck norris

Posted

51 minutes ago, nivex said:

thanks but I need more info like I said 😛

I have an idea of what the problem might be so I will try to get that tested and release an update that hopefully resolves this for you guys

thank you very much 🙂 yesterday i removed the plugin from my server the players are already discouraged😅

  • Like 2
NoxiousPluK

Posted (edited)

I'm experimenting with the hooks that are available and I have a few questions/requests

For OnPlayerEnteredRaidableBase/OnPlayerExitedRaidableBase it would be great if the base name (copypaste file) was also available.

It would be great to have

void OnRaidFinished (BasePlayer[] players, Vector3 raidPos, bool allowPVP, string baseName)

Also for example (but desired less than the one above)

void OnPlayerDeathInRaid (BasePlayer player, HitInfo info, Vector3 raidPos, bool allowPVP, string baseName)

 

Edited by NoxiousPluK
  • Like 1
Rubiks-Q-Bert

Posted (edited)

Adding to previous comment about setting ammo in auto turrets per each difficulty. (Which can't be done) Is there a way to turn off ammo dropping from auto turrets at all? Specifically auto turrets but not affecting shotgun traps.

Edited by Rubiks-Q-Bert
  • Like 2
Swedish Chef

Posted

3 hours ago, Rubiks-Q-Bert said:

Specifically auto turrets

nope, theres only       "Allow Traps To Drop Loot": false,

  • Like 2
nivex

Posted (edited)

10 hours ago, NoxiousPluK said:

I'm experimenting with the hooks that are available and I have a few questions/requests

For OnPlayerEnteredRaidableBase/OnPlayerExitedRaidableBase it would be great if the base name (copypaste file) was also available.

It would be great to have

void OnRaidFinished (BasePlayer[] players, Vector3 raidPos, bool allowPVP, string baseName)

Also for example (but desired less than the one above)

void OnPlayerDeathInRaid (BasePlayer player, HitInfo info, Vector3 raidPos, bool allowPVP, string baseName)

 

the hooks provide much more than that. you can find them by searching CallHook in the .cs. i will add the basename to each though! 😃

 

            private object[] hookObjects
            {
                get
                {
                    return new object[] { Location, (int)Options.Mode, AllowPVP, ID, spawnTime, despawnTime, loadTime, ownerId, GetOwner(), GetRaiders(), GetIntruders(), Entities, BaseName };
                }
            }

 

Edited by nivex
Rubiks-Q-Bert

Posted

7 hours ago, Swedish Chef said:

nope, theres only       "Allow Traps To Drop Loot": false,

I'm aware. I'm asking if it's possible that something like that can be added. Separate the traps and not be one toggle.

  • Like 2
NoxiousPluK

Posted

6 hours ago, nivex said:

the hooks provide much more than that. you can find them by searching CallHook in the .cs. i will add the basename to each though! 😃

 

            private object[] hookObjects
            {
                get
                {
                    return new object[] { Location, (int)Options.Mode, AllowPVP, ID, spawnTime, despawnTime, loadTime, ownerId, GetOwner(), GetRaiders(), GetIntruders(), Entities, BaseName };
                }
            }

 

Thanks! I'm just learning to use them so it'll take some figuring out, but that's very helpful. I wrote a small plugin that 'monitors' my server and reports to our admin chat on Telegram (using my https://umod.org/plugins/telegram-bot-api).

This is fun but not super helpful without the basename attached to it lol:

image.png.0d5c3998022d3fe2142d453c4d48d786.png

(also sometimes people use the /admin command to alert us when something is wrong with a base; seeing where they are helps a lot with that)

  • Like 2

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