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Raidable Bases 2.9.8

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beetle

Posted

Fixed fire burn damage

I've upgraded to the latest version, but in my environment the flamethrower flames can only do damage when injecting, are there any settings affecting it?

  • Like 1
nivex

Posted

1 hour ago, beetle said:

Fixed fire burn damage

I've upgraded to the latest version, but in my environment the flamethrower flames can only do damage when injecting, are there any settings affecting it?

hi, no, there's no reason this fix should not work for flamethrowers either. I'll check it out.

Boonie

Posted

Say i wanted to just buy tier 1 would that give me a discount on tier 2 or 3 if i decide to upgrade?

  • Like 1
nivex

Posted

2 hours ago, Boonie said:

Say i wanted to just buy tier 1 would that give me a discount on tier 2 or 3 if i decide to upgrade?

I can't set individual discounts, so it will have to be a payment to me via PayPal when you are ready to upgrade. Minus the cost of the tier 1 will be your discount.

  • Like 1
Vasilyi Yrupin

Posted

During the raid, players can become immortal for gantrups and turrets

  • Like 1
Solarix

Posted

 

11 minutes ago, Vasilyi Yrupin said:

During the raid, players can become immortal for gantrups and turrets

This has happened on my server as well, workaround for the player is to leave the dome area and re-enter it.

  • Like 2
nivex

Posted

Thanks, fixed in next update

TwoShoes

Posted (edited)

Having an issue more and more like this where raidable bases spawn 2 in 1 bubble it started doing this more and more in the past 3 weeks.. Been also having an issue where bases spawn half underground mainly where TC and box's cant be looted and destroyed 8BFbZbK.jpg

Edited by TwoShoes
  • Like 1
nivex

Posted

10 minutes ago, TwoShoes said:

Having an issue more and more like this where raidable bases spawn 2 in 1 bubble it started doing this more and more in the past 3 weeks.. Been also having an issue where bases spawn half underground mainly where TC and box's cant be looted and destroyed 8BFbZbK.jpg

Hi,

You can change how far apart bases spawn by adjusting it in the config file. Buyable, Maintained, and Scheduled Events can all be set individually using Spawn Bases X Distance Apart (100 meters by default)

Bases that spawn underground need to be copied again (recommended) or have the height adjusted in their profile (not recommended). Bases should be copied at eye level of the foundation, and pasted to make certain they spawn properly. Adjusting height in the profile is a shortcut to this tedious task, but it is not a fix

TwoShoes

Posted

I have the x distance apart default 100 I left that alone and I'll try the copy again 

  • Like 2
beetle

Posted

Flame damage is still disabled. .. .. Good luck!

  • Like 1
nivex

Posted

12 minutes ago, beetle said:

Flame damage is still disabled. .. .. Good luck!

which? flamethrower? incendiary ammo? what gun?

Chit Show

Posted

Hey nivex, thanks for the 1.5 years of fun I've had with this plugin.

Are there any known plugin conflicts that would affect NPC health? (BotSpawn, NPCKits, BradleyGuards, etc.)
I've set my NPC health in profiles to scale with difficulty but each raid difficulty's NPCs still have 300HP.
(300 is the base health I use for my NPCS with other plugins)

Also, any chance you could add a config option for test generators? I build some elaborate raid bases using ElectricGeneratorTweaker but the bases only recognize 100 power when loaded in.

We just migrated from 1.4.7 and it went a lot smoother than expected. Thanks again!

  • Like 2
  • Administrator
Steenamaroo

Posted

Hi Grumbles.
NPCKits certainly could be the culprit, assuming you have some profile there set to 300HP.

If there's any API to check if an npc is one of yours, @nivex, or even just a custom component name I can check for,
I'd be glad to add that in.

  • Like 2
2ic

Posted (edited)

Hey Nivex,
huge fan here for your contributions on umog.org.
Been using admin radar, awg, truepve etc.. for months.

It was a no brainer for me to get this mod with tier3 package. Tremendous work.

I had to limit it a 1 base /h and without bubble effect: quite heavy on sfps even on my dedicated.

A little question: is it possible to spawn a base with a certain difficulty within console? rcon? that  would be amazing.
 

Edited by 2ic
  • Like 3
nivex

Posted (edited)

3 hours ago, Grumbles said:

Hey nivex, thanks for the 1.5 years of fun I've had with this plugin.

Are there any known plugin conflicts that would affect NPC health? (BotSpawn, NPCKits, BradleyGuards, etc.)
I've set my NPC health in profiles to scale with difficulty but each raid difficulty's NPCs still have 300HP.
(300 is the base health I use for my NPCS with other plugins)

Also, any chance you could add a config option for test generators? I build some elaborate raid bases using ElectricGeneratorTweaker but the bases only recognize 100 power when loaded in.

We just migrated from 1.4.7 and it went a lot smoother than expected. Thanks again!

 

2 hours ago, Steenamaroo said:

Hi Grumbles.
NPCKits certainly could be the culprit, assuming you have some profile there set to 300HP.

If there's any API to check if an npc is one of yours, @nivex, or even just a custom component name I can check for,
I'd be glad to add that in.

Heya, yes, I can add that. As Steen mentioned, likely his plugin. @Steenamaroo you can use bool EventTerritory(Vector3) for this 🙂

Edited by nivex
  • Like 1
nivex

Posted

2 hours ago, 2ic said:

Hey Nivex,
huge fan here for your contributions on umog.org.
Been using admin radar, awg, truepve etc.. for months.

It was a no brainer for me to get this mod with tier3 package. Tremendous work.

I had to limit it a 1 base /h and without bubble effect: quite heavy on sfps even on my dedicated.

A little question: is it possible to spawn a base with a certain difficulty within console? rcon? that  would be amazing.
 

heya, thanks for the kind words and the support. yes, you can type rbevent 0-4

e.g: rbevent 1

would spawn a medium base randomly on the map.

  • Like 1
2ic

Posted (edited)

Hey Nivex, so I got 2 issues with your plugin:

1.- it doesn't like AntiNoobRaid plugin when using incen rocket:

floods console with:

(19:00:45) | [AntiNoobRaid] Structure at (-378.4, 10.0, 1379.3) has no owner!
(19:00:45) | [AntiNoobRaid] Structure at (-378.4, 10.0, 1379.3) has no owner!
(19:00:45) | [AntiNoobRaid] Structure at (-378.4, 10.0, 1379.3) has no owner!
(19:00:45) | [AntiNoobRaid] Structure at (-378.4, 10.0, 1379.3) has no owner!
(19:00:45) | [AntiNoobRaid] Structure at (-378.4, 10.0, 1379.3) has no owner!
(19:00:45) | [AntiNoobRaid] Structure at (-378.4, 10.0, 1379.3) has no owner!

and server fps tanks from 148 to 5 fps for as long as it burns.

disabling AntiNoobRaid solves issue temporary; hopefully it can be fixed.

2.- sometimes it triggers raid count with RaidLimit; NOT always. So its kinda weird.
On my server players have 1 raid/player/24h and when I tested your mod on 2 bases it didn't trigger the raid count.
Since its open to everyone I got at least 5 complaints that at some point during raid on a Raidable base it triggers the raid count.

Update : it seems that players can still raid Raidable Bases even if RaidLimit count is triggered.

Edited by 2ic
  • Like 1
nivex

Posted

3 hours ago, 2ic said:

Hey Nivex, so I got 2 issues with your plugin:

 

heya. those issues are out of my control. those issues must be fixed in those plugins by using EventTerritory API provided by RaidableBases

Prevent Fire From Spreading should be set true in the config though. incen rockets are terrible on FPS regardless

2ic

Posted

51 minutes ago, nivex said:

heya. those issues are out of my control. those issues must be fixed in those plugins by using EventTerritory API provided by RaidableBases

Prevent Fire From Spreading should be set true in the config though. incen rockets are terrible on FPS regardless


its already set on "Prevent Fire From Spreading": true, 😕

  • Like 2
nivex

Posted

50 minutes ago, 2ic said:


its already set on "Prevent Fire From Spreading": true, 😕

well that's good then.

I looked into the AntiNoobRaid issue and have submitted a patch to fix the issue for you.

As for RaidLimit, it has many issues and needs a ton of fixes. I suggest using something else if it becomes too problematic

  • Like 1
Vasilyi Yrupin

Posted

Hi, I have a problem. Previously, I could call the base I needed with the front-end command / rbe (base name) and the base appeared front-end exactly the one I called. / rbe easy1 And a level 1 frontbase. / rbe hard5 And a level 3 front base. Now entering the same command, a random base appears. I write / rbe medium8 And the front-end appears a base called medium15. Tell me how to correctly call the base I need in front of me.

nivex

Posted (edited)

5 hours ago, Vasilyi Yrupin said:

Hi, I have a problem. Previously, I could call the base I needed with the front-end command / rbe (base name) and the base appeared front-end exactly the one I called. / rbe easy1 And a level 1 frontbase. / rbe hard5 And a level 3 front base. Now entering the same command, a random base appears. I write / rbe medium8 And the front-end appears a base called medium15. Tell me how to correctly call the base I need in front of me.

hi, this has not changed. if a random base spawns then the filename does not exist. just used this myself a few minutes ago 🙂

Edited by nivex
TwoShoes

Posted (edited)

Sorry to bug ya but not sure what changed in your update, but since the latest update, my easy bases no longer spawn with loot (from the loot tables) everything is empty except traps.. My medium, hard, and expert bases spawn with loot.

I have checked all my files, and nothing is changed 

FIXED: for some reason  this was set to true instead of false "Skip Treasure Loot And Use Loot In Base Only" please feel free to delete this message as I cannot.

Edited by TwoShoes
  • Like 2
beetle

Posted

On 2021/6/11 at 午後9時58分, nivex said:

どっち?火炎放射器?焼夷弾?何の銃?

ALL

  • Like 1

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