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Raidable Bases 2.9.2

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1 hour ago, SmokeyMcSmoke said:

took about 20 easy base raids to find one

So I spent a while spawning some 90 bases for 556 rounds and debugged it while trying to reproduce this. Failing that I checked each box instead, and wrote a plugin to tell me what this item is. It doesn't load into your gun because it isn't a 556 round regardless of the icon showing it is. It is actually an item that isn't fully implemented in Rust yet. It's a snowball round (ammo.snowballgun) and loads into the snowball gun just fine. Set the amounts in the Difficulty_Loot/Easy.json loot table to 0 and it'll stop appearing. I'll update my packages as well.

Edited by nivex
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Hi, I have a rule on my server that the destruction of the cabinet ends the raid Truth. But sometimes the raid bases disappear without a message in the chat that the closet was broken. And people didn't break the closet. Why might this be happening?

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6 hours ago, Vasilyi Yrupin said:

Hi, I have a rule on my server that the destruction of the cabinet ends the raid Truth. But sometimes the raid bases disappear without a message in the chat that the closet was broken. And people didn't break the closet. Why might this be happening?

Hi. That's not how the option works. It doesn't require the cupboard to be looted or destroyed first.

This is the option that requires that:

Require Cupboard To Be Looted Before Despawning

But this option just ends the raid:

Destroying The Cupboard Completes The Raid

 

Edited by nivex
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On 6/12/2021 at 5:37 PM, 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.

I stand corrected, this is not working properly. I was using /rbe nivex1 which works fine, but any base with the difficulty in the filename does not. So typing /rbe easy1 would be the same as typing /rbe 0.

It is bugged and is fixed in the next update. Sorry for the confusion

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Hi Nivex, thanks for an amazing plugin.
Best plugin ever when you run a newbs friendly server.

I tried to remove ALL custom skins from this mod but some bases
still shows some doors skinned; it is because these are saved as original bases with those skins?

sometimes when base despawns some "skins" are suspended in the air... image.thumb.png.fcc7a024e841f7bbf7e2f921a8d39ed3.png

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13 hours ago, 2ic said:

Hi Nivex, thanks for an amazing plugin.
Best plugin ever when you run a newbs friendly server.

I tried to remove ALL custom skins from this mod but some bases
still shows some doors skinned; it is because these are saved as original bases with those skins?

sometimes when base despawns some "skins" are suspended in the air...

hey thanks. yes, they have skins saved already. the suspended objects (non interactable at least) is a game bug. it happens even when using copypaste to paste/undo the bases. either that or both plugins are despawning entities too fast. the method used in raidablebases is the same method used natively in Rust. the only difference is Rust despawns 1 entity per second.

Edited by nivex
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I'm sorry, I was sending a request to the support thread the other day. I just noticed. LOL
 

And is it possible to set a limit on the number of people by difficulty level?

Quote

[
{
"Easy" up to 5 people,
"Medium "up to 10 people, etc.
}
]

If not possible, each base.
 

Quote

  "Additional Bases For This Difficulty": {
    "RAID1": [
      {
        "Option": "stability",
        "Value": "true"
      },
      {
        "Option": "autoheight",
        "Value": "false"
      },
      {
        "Option": "height",
        "Value": "1.0"
      },
      {
        "Option": "maximumpeople",
        "Value": "5.0"
      }
    ],
    "RAID2": [
      {
        "Option": "stability",
        "Value": "true"
      },
      {
        "Option": "autoheight",
        "Value": "false"
      },
      {
        "Option": "height",
        "Value": "1.0"
      }
      {
        "Option": "maximumpeople",
        "Value": "5.0"
      }



 

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2 hours ago, beetle said:

I'm sorry, I was sending a request to the support thread the other day. I just noticed. LOL
 

And is it possible to set a limit on the number of people by difficulty level?

If not possible, each base.
 



 

Are you suggesting increasing the maintained events based on the servers pop? If so that actually would be a cool feature to add flexibility to server owners to increase/decrease raid bases dynamically with maybe a set minimum. 

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8 hours ago, beetle said:

I'm sorry, I was sending a request to the support thread the other day. I just noticed. LOL
 

And is it possible to set a limit on the number of people by difficulty level?

If not possible, each base.

I was not able to reproduce the issue with fire burn damage. Are you sure you're using the latest version? I tested this on a server that was having the issue for several months and now it works perfectly 😕

I can add that option. No ETA though, but I like the idea. It's been noted.

5 hours ago, l0rdnic0 said:

Are you suggesting increasing the maintained events based on the servers pop? If so that actually would be a cool feature to add flexibility to server owners to increase/decrease raid bases dynamically with maybe a set minimum. 

A dynamic amount of events based on the servers pop sounds interesting, too. But at the same time, I don't think it will be of any benefit unless the amount is lowered as more people come online in order to maintain server performance. I think the benefit to increase the amount as server pop rises would fall short in that it would have a negative influence on those wanting to raid when there are less people online, and it's far less appealing to those players as well. It's eye candy, and not only that, they would likely not spend the time traveling if the bases were too far away, and that would lead to boredom for some.

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2 hours ago, LosGranada said:

how can this happen?

No idea. Too little to go off of here

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13 hours ago, nivex said:

I was not able to reproduce the issue with fire burn damage. Are you sure you're using the latest version? I tested this on a server that was having the issue for several months and now it works perfectly 

I can add that option. No ETA though, but I like the idea. It's been noted.

A dynamic amount of events based on the servers pop sounds interesting, too. But at the same time, I don't think it will be of any benefit unless the amount is lowered as more people come online in order to maintain server performance. I think the benefit to increase the amount as server pop rises would fall short in that it would have a negative influence on those wanting to raid when there are less people online, and it's far less appealing to those players as well. It's eye candy, and not only that, they would likely not spend the time traveling if the bases were too far away, and that would lead to boredom for some.

Fire spread damage is still disabled on my server, no one cares anymore...
I will repeat the adjustment on this side a little more.

It doesn't matter if it takes time, so I'm looking forward to adding options!

 

Edited by beetle
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I'm sorry, I didn't understand the specifications and sent multiple messages.

Edited by beetle
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49 minutes ago, beetle said:

Fire spread damage is still disabled on my server, no one cares anymore...
I will repeat the adjustment on this side a little more.

It doesn't matter if it takes time, so I'm looking forward to adding options!

 

If you provide me admin, RCON and FTP access then I can figure out why the fire damage doesn't work. I've been trying to fix this for months and I want it to work for everyone. DM me if interested.

 

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2 hours ago, nivex said:

If you provide me admin, RCON and FTP access then I can figure out why the fire damage doesn't work. I've been trying to fix this for months and I want it to work for everyone. DM me if interested.

 

Unloading plugins that affect fire will now cause damage! YEAAAAA
I've been worried for months, but finally.
By the way, I've tried this in the past,maybe has anything changed. LOL

Edited by beetle
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7 hours ago, beetle said:

Unloading plugins that affect fire will now cause damage! YEAAAAA
I've been worried for months, but finally.
By the way, I've tried this in the past,maybe has anything changed. LOL

Well it was bugged in the past. That's why I fixed it 😛

Glad you got it sorted !

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I think you mentioned sometime ago that it's expected if a player teleports or uses home inside the raidable base tc range, it will teleport them just outside of the raidable base. Tell me if I'm wrong.

If I'm correct, do you foresee changing this behavior?

I have players trying to teleport home after they take a raidable base and they believe something is broken because they only teleport a few meters away from where they are.

Thanks.

Edited by Bumfuzzler
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6 hours ago, Bumfuzzler said:

I think you mentioned sometime ago that it's expected if a player teleports or uses home inside the raidable base tc range, it will teleport them just outside of the raidable base. Tell me if I'm wrong.

If I'm correct, do you foresee changing this behavior?

I have players trying to teleport home after they take a raidable base and they believe something is broken because they only teleport a few meters away from where they are.

Thanks.

this is controlled via the Allow Teleport setting - you can enable or disable the behavior

I do not plan to change this - only fix it if there's an issue

Using what teleport plugin?

Edited by nivex
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Help me. Why am I having this problem? I have the name Easy1 in data-Profiles-EasyBases. In copypaste Also Easy1
In the game, when I enter / rbe Easy1 and I have different bases but not easy1 Help what's the problem?

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15 hours ago, nivex said:

this is controlled via the Allow Teleport setting - you can enable or disable the behavior

I do not plan to change this - only fix it if there's an issue

Using what teleport plugin?

I have allow teleport set to true.

I'm using HomeGUI, TeleportGUI and TownTeleport.

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13 hours ago, Vasilyi Yrupin said:

Help me. Why am I having this problem? I have the name Easy1 in data-Profiles-EasyBases. In copypaste Also Easy1
In the game, when I enter / rbe Easy1 and I have different bases but not easy1 Help what's the problem?

hi, I answered this question for you above already. it is bugged, and is fixed in the next update

13 minutes ago, Bumfuzzler said:

I have allow teleport set to true.

I'm using HomeGUI, TeleportGUI and TownTeleport.

it should never intercept any teleport when allow teleport is set true. as of 2.0.5 players are also allowed to TP/respawn on beds/sleeping bags. you will have to provide more information

Edited by nivex
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16 minutes ago, nivex said:

it should never intercept any teleport when allow teleport is set true. as of 2.0.5 players are also allowed to TP/respawn on beds/sleeping bags. you will have to provide more information

It appears that it does.

If I go inside a raidable base and try to tp without tc access, it blocks me as expected. If I get tc access and use the /home command to tp out, it works, but it teleports me only a meter or so outside of the tc coverage for that raidable base. If I destroy the tc, it works the same as if I have access. 

Something to note, when I use home, for a second I can see the place I expect to teleport to. Then it brings me right back to the raidable base just outside the tc coverage like I mentioned.

So it appears to be intercepting it.

      "Allow Teleport": true,
      "Allow Cupboard Loot To Drop": true,
      "Allow Players To Build": true,

 

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