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Raidable Bases 2.9.2

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@Craft the only way a player can lose ownership of a base is if they become inactive. enemies cannot enter locked bases if eject enemies is true and the base is locked to the player.

there is an extremely rare bug that has been around for a LONG time where a base will not lock to a player normally. there is no fix because its so rare no one can figure out how to reproduce it

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On 9/24/2022 at 12:55 AM, aimacak said:

hello, could you make this settings for each level different? thanks 🙂
      "Minutes Until Despawn After Looting (min: 1)": 10,
      "Minutes Until Despawn After Looting Resets When Damaged": false,
      "Minutes Until Despawn After Inactive (0 = disabled)": 60,
      "Minutes Until Despawn After Inactive Resets When Damaged": false,

I don't like this idea because it would affect a lot of people negatively who do not read update notes

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@nivex
 

I just wanted to make a time limit on the base so that they don’t leave the half-looted base, and one limit for all levels looks a bit strange. but I noticed a nuance, I don’t know if it was planned like this: if I have the time update on damage turned off, even if the base time ends, it does not disappear while the raid is active, it turns out that I somehow solved my problem.

new question, I missed the setting so that the corpses lay in clothes? but at the same time, it was impossible to pick up the clothes, it was the visual component, thanks

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@aimacak

what one limit? time limits are per difficulty under Player Lockouts in the config

the base will despawn when Minutes Until Despawn After Looting Resets When Damaged is false regardless of if it is active or not

Despawn Inventory On Death is for the items the game spawns on their corpse when they die. not their clothes etc. I've added a new option for that in next update Spawn Loadout In Corpses Inventory

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first, sorry for my english, im using google translater) could you read a little wider than it seems?))

2 hours ago, nivex said:

what one limit? time limits are per difficulty under Player Lockouts in the config

i know, i said about time to despawn for each level.

2 hours ago, nivex said:

the base will despawn when Minutes Until Despawn After Looting Resets When Damaged is false regardless of if it is active or not

to my happiness, this is not the case, if the update time on damage is turned off, the base does not disappear until the raid has gone inactive, may be it becouse:
1) must be looted cupboard is true
2) must be looted treasures is true
 

 

2 hours ago, nivex said:

Despawn Inventory On Death is for the items the game spawns on their corpse when they die. not their clothes etc. I've added a new option for that in next update Spawn Loadout In Corpses Inventory

I meant the corpses of bots that lie naked after death, but I would like to see them in what they were wearing

Edited by aimacak
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@aimacaki think you misunderstand the option then, as thats how it's supposed to work 😛

you can't see what they were wearing. facepunch clears their inventory 😕

 

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@nivex
 

13 minutes ago, nivex said:

i think you misunderstand the option then, as thats how it's supposed to work 😛

could you explain?)
 

 

13 minutes ago, nivex said:

you can't see what they were wearing. facepunch clears their inventory 😕

I was interested in this after I saw the dressed corpses at the iq sphere event. do you use different ways to spawn bots? 😞

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im ahving this problem
someone knows why this conflict?
(14:15:21) | Calling hook OnLoseCondition resulted in a conflict between the following plugins: RaidableBases - True (Boolean), XPerience (0.75 (Single))

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@Neibo
in XPerience plugin writing:

 ✯ version 1.4.3
        ----------------------
        DELETE LANG FILE BEFORE UPLOADING UPDATE!

        ✯ Added option to allow players to level Captaincy without being in a team
        ✯ Added support for other tech tree mods when OnTechTreeNodeUnlock hook is called
        ✯ XPerience now auto reloads Addon if detected when XPerience reloads
        ✯ Updated admin reset panel with new commands
        ✯ Admin reset panel now has KillRecords reset option
        ✯ Fixed SQL issues not creating Rank tables on first install
        ✯ Possible fix for OnPlayerHealthChange error
        ✯ Possible fix for OnLoseCondition error

Edited by aimacak
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@aimacak

it is intended that the base only despawns when it's inactive. if it is being raided then it is not inactive. so therefore Minutes Until Despawn After Inactive should not despawn the base when the timer reaches zero if its not inactive, but this ONLY applies when Reset is disabled

they're different plugins so they're not going to function the same. it is intended that npcs do not spawn their clothes into the corpses inventory. this is why i am adding the option so that they can. all plugins must do this as the inventory is cleared natively when the npc dies otherwise

@NeiboXPerience plugin should be excluding Raidable Base events in its OnLoseCondition hook by using the EventTerritory API @MACHIN3=]

if (Convert.ToBoolean(RaidableBases?.Call("EventTerritory", player.transform.position))) return null;

 

Edited by nivex
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hello, could you fix a random amount of loot from bots? the drop chance itself works, but the amount is always fixed, everything is set as in the loot tables, it works there, but the bots don’t) either falls, for example, 20 scrap, or does not fall, but is set to 0-20, thanks

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When bases should be fixed? 😞
They spawn in air sometime, also under some RaidTowns, and rocks or rock inside on desert.
Also how to fix fps when they spawn?
Tryin to set
  "Advanced Setup Settings": {
    "Amount Of Entities To Spawn Per Batch": 1,
    "Amount Of Entities To Despawn Per Batch": 2,
and no matter what i do, base spawn to much faster, something like 5 second, big nightmare base.
fps drops from 900(limit) to 120 On spawn time.
System
i7 10700k 5.3Ghz
ram 64GB DDR4 4200Mhz
config from zero, from the last update.

Edited by CryEngine
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11 minutes ago, CryEngine said:

When bases should be fixed? 😞
They spawn in air sometime, also under some RaidTowns, and rocks or rock inside on desert.
Also how to fix fps when they spawn?
Tryin to set
  "Advanced Setup Settings": {
    "Amount Of Entities To Spawn Per Batch": 1,
    "Amount Of Entities To Despawn Per Batch": 2,
and no matter what i do, base spawn to much faster, something like 5 second, big nightmare base.
fps drops from 900(limit) to 120 On spawn time.
System
i7 10700k 5.3Ghz
ram 64GB DDR4 4200Mhz
config from zero, from the last update.

I have the same on 5950X. Btw you dont need 900 server FPS, its wasting of resources :). I think its doing CopyPaste these drops. What helped me is to limit number of entities spawned per frame.

This is my copypaste config:

{
  "Amount of entities to paste per batch. Use to tweak performance impact of pasting": 1,
  "Amount of entities to copy per batch. Use to tweak performance impact of copying": 1,
  "Amount of entities to undo per batch. Use to tweak performance impact of undoing": 1,
  "Enable data saving feature": true,
  "Copy Options": {
    "Check radius from each entity (true/false)": true,
    "Share (true/false)": false,
    "Tree (true/false)": false,
    "Default radius to look for entities from block": 3.0
  },
  "Paste Options": {
    "Auth (true/false)": false,
    "Deployables (true/false)": true,
    "Inventories (true/false)": true,
    "Vending Machines (true/false)": true,
    "Stability (true/false)": true,
    "EntityOwner (true/false)": false
  }
}

 

and drops are not so big. When I was pasting 15-40 per frame, it took more resources.

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11 hours ago, aimacak said:

hello, could you fix a random amount of loot from bots? the drop chance itself works, but the amount is always fixed, everything is set as in the loot tables, it works there, but the bots don’t) either falls, for example, 20 scrap, or does not fall, but is set to 0-20, thanks

ok fixed next update

10 hours ago, CryEngine said:

When bases should be fixed? 😞


Also how to fix fps when they spawn?

soon, I don't want to release it early when it's not quite ready. it just a minor annoyance with where it spawns so just bare with me. there's more great changes to come with this update

fix fps by lowering the paste per batch setting as suggested by @OndraasekI recommend setting it to 5 or lower even on the best of machines it will still tank your FPS when it pastes.

this is because of the usage of NextTick not being enough time for the server to process the batch properly. however it is not worth the CopyPaste dev changing this just because FPS temporarily suffers. that is to be expected when pasting a base into the game that has hundreds if not thousands of entities.

Edited by nivex
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@nivex
and could you make the item skins not disappear after entering their loot box?

oh, my first bug after update hard house #5
what is the best way to fix it in this case? currently changed the height of this house in the profile, now spawn normally

and tell me please with what setting can I kill scientists from the road when the base appears there?
thanks )

image.thumb.png.8b8d9c51846883b8ae31ab12dde78075.png
image.thumb.png.86508cdd9a2958a83e8a409e934a8c3f.png
image.thumb.png.f004e52c7e63fbc1c8a83011105735ab.png

Edited by aimacak
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i don't make them disappear. I THINK you can fix this by deleting Steam\steamapps\workshop\content\252490 in your client folder, in which case it would just redownload the skins again so if some don't show then they will when they download again.

height issue is fixed next update

there is no setting to kill scientists on the road 😜

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hello - not sure if anyone has encountered this but lately my players have been complaining. there are times that bases will spawn and will leave behind senties/scientists/ or turrets that are floating and active. 

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can i set resources for base raid buy different from baseraid auto spawn???

and can i edit the resource to randomly spawn with each baseraid (eg metal : 0-1000)????

Edited by Phuong
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The buyable bases have wait times for each difficulty level.

Can't i integrate this?
This was possible in the old version.

Recent updates have given waiting times, allowing one user to continue subpoenaing.

Can't buyable bases combine the wait time for purchase into one?

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@saintmichel13 @NoxiousPluK @MooDDang

fixed in next update

 @Phuong

no, they use the same loot tables. you can set Loot Amount Multiplier for buyables in the profiles.

yes, in base loot table you can make that always spawn. add your items to your Base Loot table, and set Always Spawn Base Loot Table to true in the profile.

 

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1 hour ago, nivex said:

2.6.2 released btw

Hello. I see the copy paste has not been updated for some time, on the umod.org.. is it any other places i can update it ? 🙂 

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