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Raidable Bases 2.9.8

$40.00 $30.00
   (52 reviews)

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nivex

Posted

5 hours ago, DiDreamer said:

 solving the problem. tier 3. please correct

"Spawn Inside Bases": {
...
"Spawn Murderers Outside": false,
 "Spawn Scientists Outside": false,

there is nothing I can fix. I spawn npcs properly on the navmesh. Facepunch must fix NavAgent.isOnNavMesh to remove this bogus warning message

  • Like 1
nivex

Posted

@Sahyattsorry for the late response I must have looked over your edit to your message.

Force All Bases To Spawn At Height Level

set this back to -1.0 as you have it set to 0.0 currently

  • Like 1
Clockwurk

Posted

Do I need to delete data/RaidableBases.json to clear rb ladder stats? I thought it would automatically reset at wipe but that does not appear to be the case.

  • Like 1
406_Gromit

Posted

is there any way to give these guys better vision, the ones that spawn in the bases i'm having a hard time getting them looking out the windows? are they supposed to move? because they seem to be static and only turn around when fired at?

  • Like 1
nivex

Posted

7 hours ago, Clockwurk said:

Do I need to delete data/RaidableBases.json to clear rb ladder stats? I thought it would automatically reset at wipe but that does not appear to be the case.

you can type /rb wipe

did you have a weird wipe where the plugin didn't load to start with and was loaded after it was fixed? if not then it may be bugged

 

9 minutes ago, 406_Gromit said:

is there any way to give these guys better vision, the ones that spawn in the bases i'm having a hard time getting them looking out the windows? are they supposed to move? because they seem to be static and only turn around when fired at?

npcs do not move inside of bases by design. i am not sure how to make them move or if its even possible yet but i know Rust mentioned it being a possibility at some point before. vision will likely require Rust AI to be improved but ill definitely check into improving it myself when able

  • Like 1
Covfefe

Posted

For the thief message, can you make it say the base difficulty instead of the location?

Instead of "The base at A1 has been raided by player" make it say "The Medium Raidable Base has been raided by player"

  • Like 1
nivex

Posted (edited)

@CovfefeI still want the location shown, changed in next update to:

Quote

The easy base at A1 has been raided by nivex!

 

Edited by nivex
  • Love 3
nivex

Posted

FPS issue affecting Buyable Events has been found and fixed in next update

Moving onto issue with stacksize not working properly now...

then I will release the update as-is before any requests since these are important fixes

  • Like 1
Ondraasek

Posted (edited)

17 hours ago, nivex said:

FPS issue affecting Buyable Events has been found and fixed in next update

Moving onto issue with stacksize not working properly now...

then I will release the update as-is before any requests since these are important fixes

Love you, please release it asap..

you are the best. always. do you have any patreon or something, where can I donate monthly? thanks alot

Edited by romanulrich
  • Like 1
Ondraasek

Posted

I disabled it on my server now, it caused lag spike everytime when someone bought raid. Have dedicated server and now 90 online, 220k entities.

04/16 19:34:28 | Calling 'OnEntitySpawned' on 'RaidableBases v2.4.3' took average 2528ms

 

Please when it will be fixed. Its doing lag spike just when you buy raid, I tried in like 12 times now and everytime i enter it to chat, it did it and it showed huge hook time in the chat.

Thanks a lot

  • Like 1
nivex

Posted (edited)

just fixed the issue with bases despawning for no reason, and fixed the issue where you'd get the message that no containers could be found

this happens within 30 seconds of the plugin loading if a base pastes before that time is up

both issues fixed (the first issue fixes the second as its directly related. despawn = no boxes 😛 )

also I can't remember who reported this to me RIP so I can't tag them to let them know

Edited by nivex
  • Love 1
nivex

Posted

Fixed new bases despawning shortly after plugin load
Fixed issue with no containers being found due to above issue
Fixed issue where loot table stacksize option would not work
Fixed issue where loot could be nearly identical 
Fixed performance issue with buyable events
Fixed bases not spawning (collider.name throwing exception)
Fixed npcs taking damage from external high wall ice (SimpleBuildingBlock => ShortPrefabName)
Fixed QueueNotification.NullReferenceException (check BasePlayer.IsConnected)
Blocked spawning on the train_track prefab
Removed support for syringes (will support native Rust in future)
Added `Event Messages => Ineligible For Rewards` to specify to players why they were not rewarded
Added `Npcs => Kill Underwater Npcs` (true)

pending a test to confirm no issues and ill release this

  • Like 4
nivex

Posted

2.4.4 released with even more fixes, including players being spammed while mounted which I forgot to put in the update notes 😛

  • Like 1
  • Love 2
Ondraasek

Posted

46 minutes ago, nivex said:

2.4.4 released with even more fixes, including players being spammed while mounted which I forgot to put in the update notes 😛

New version works as fck. Very very good job! ❤️ you are the best developer here

  • Like 2
beetle

Posted

1 hour ago, nivex said:

2.4.4 released with even more fixes, including players being spammed while mounted which I forgot to put in the update notes 😛

I'm glad you didn't update during the wipe like you usually do, I appreciate it very much, thank you. Godly developer.😇

  • Like 3
  • Love 1
OldRusty

Posted

Quick question, I use anti offline raid protection on my server, will this cause a a conflict at all with this plugin? 

  • Like 1
Swedish Chef

Posted

3 hours ago, OldRusty said:

Quick question, I use anti offline raid protection on my server, will this cause a a conflict at all with this plugin? 

ive got protection 24/7 and had no problems, although i think it might depend which plugin are you using?

  • Like 1
tynearia

Posted

I have a question, Is it possible to add custom kits  from kits plugin to the murder or scientist kit in the profiles section of raidable bases?

  • Like 1
Rubiks-Q-Bert

Posted

Any way to get raid guards to attack custom npcs or npcs in general?

  • Like 1
Swedish Chef

Posted

40 minutes ago, tynearia said:

possible to add custom kits

i thought this was that

"Murderer Kits": [
      "murderer_kit_1",
      "murderer_kit_2"
    ],
    "Scientist Kits": [
      "scientist_kit_1",
      "scientist_kit_2"
    ],

never tried it though..

  • Like 2
406_Gromit

Posted

2 hours ago, Swedish Chef said:

i thought this was that

"Murderer Kits": [
      "murderer_kit_1",
      "murderer_kit_2"
    ],
    "Scientist Kits": [
      "scientist_kit_1",
      "scientist_kit_2"
    ],

never tried it though..

yes just change the  murderer_kit_1 to the kits you've created, i've add several to randomize the spawns of NPCs 

  • Like 2
nivex

Posted

2 hours ago, Rubiks-Q-Bert said:

Any way to get raid guards to attack custom npcs or npcs in general?

heya. no. this is disabled by design

  • Like 1
tynearia

Posted

Thank you,  406_gromit, and swedish chef for your help. And Thank You Nivex for your hard work and amazing plugin.

 

  • Like 3
Deadpool

Posted

У меня сервер PVE ,  рейд базы багаются  и стоят без купола и без стабильности ,приходится их удалять   ent kill . у некоторых игроков проподают дома  хотя в них есть ресурсы на содержание ,проверь пожалуйста !

  • Like 1

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