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Everything posted by SirApesALot
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- 78 comments
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- #loot
- #lootmanager
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yes, it makes your work easier. I paid for a plug in that makes my work easier. but sacrificing my time to do so to learn and configure a new plug in is not my idea of the way to do it. And if Kpuctaji does this also i for real will be using plug ins from other providers. Things were working perfectly. I own a total of 9 plug ins between you two devs, And they were configured fine. I don't have time or patience to add more complication. Especially after years of owning them....
- 78 comments
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- 3
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- #loot
- #lootmanager
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(and 2 more)
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- 78 comments
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- #loot
- #lootmanager
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(and 2 more)
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Version 1.0.1
12 downloads
About Christmas Bases by Apes (20 Base Pack) All Tiers! Due to the new TOS: Please remove the ability for your players to pick up deployables in your raids! This pack uses several DLC content and skins to hide traps! Give your players the gift of many deaths this Christmas! Torture your players with these Christmas Bases that have death around every corner! Tons of sneaky traps and layouts guaranteed to make your players hate you! Hand crafted by the great SirApesALot these bases will leave your players running back naked over and over again, definitely not beginner friendly raids. Bring your skills (and grenades)! Because you will need every raiding trick in the book to conquer these. In the "Bases" Folder you will find 20 raidable bases that you can add to your servers Raidable Bases by Nivex. All levels are included There is currently 6 - Easy /5 - Medium /4 - Hard / 3- Expert / 2- Nightmare Raid costs: (Easy 6-8 mollies) (Medium 26-30 satchels) (Hard 14-18 rockets) (Expert 34-36 rockets) (Nightmare 55-60 rockets) Everyone of these torture chambers was created by me for my vanilla gather rate weekly server. These are best suited for servers that are more balanced loot wise, and a more advanced player base with experience raiding (beginners WILL rage quit). None of these are walk throughs, I have no mercy on my players....do you? I recommend giving more satchels and C4 in the lower tier raids to increase the effectiveness of traps (rockets ruin everything lol) and players are more likely to blow themselves up with satchels which is always entertaining. These are not simple raids for beginners, if they don't understand how to use twig and ladders to work around traps, or pay attention for eco raidable walls they will struggle. They also may never trust rugs or spiral stairs ever again! Understanding when to take your time, and when to jam a med stick in your arm and push past a trap is necessary! But, they will laugh and feel a sense of accomplishment after completing a raid! Raids in this pack marked with an s in the file to remember to turn stability to "true" on that base if you have it false. they have collapsing floor mechanics that requires it. (xmaseasy1s, xmashard1s and xmashard2s) Make sure to have your config set so autoturrets and sam sites do not require power. It is recommended you have NPC's spawn inside and configured to "spawn on bags" --- Easy - 1, Medium - 2, Hard - 3, Expert - 4, Nightmare - 5 Near everything is skinned for Christmas, with sound effects and more traps than you can shake a stick at! Traps are everywhere, containers already placed for loot If upgrading or replacing doors be sure to check if a door controller is attached. Loot Tables: As said on Raidable Bases plugin you need your own loot tables. All raids are tested on Planet of the Apes PvE. If you have any questions feel free to stop in our discord (https://discord.gg/M228N2F79m), or if you would like to test our raids that can be arranged Attached is a Raidable Bases configuration for those in need RaidableBases.json$5.00-
- #bases
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oddball not too important issue: if you have a door controller on shutters, they spring open when the base spawns. They are closed in the copy paste file, and the door controllers are working as intended, I have a trap that opens a door and shutter at the same time, the shutter is opening as soon as the base spawns and stays open. If you trigger the trap and the door opens, when it closes so does the shutter. sorry for the oddball traps lol
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So i created a trap in my raidable bases using radioactive water. They are spawning in the raid base just fine, including still showing the radioactive water in the barrels. But the water coming out of the sprinklers is not radioactive nor is it drawing from the barrels. Any way to fix this? Thanks in advance. Edit: upon further investigation it seems to be an issue with the component fluid combiner in copy paste ( tried to use it because the game only allows 4999 radioactive water in a barrel for some reason) so for anyone trying to do this never use that component and go straight to the pump.
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Facepunch cracking down on non ownership of dlc/skins
SirApesALot replied to Swampy's topic in General
A bit late to the party here. So what is the Facepunch stance on using skins/dlc on our raidable base designs? That is not giving it to players (as long as you disable picking up deployables)? I have hundreds of base designs that use the skins to hide traps. Any guidance going forward? Thanks in advance! -
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Ok seems updating Vanish which had a similar issue, has fixed my compiling error. on restart this appeared then both plug ins loaded correctly: [Vanish] Automatically Harmony patched 'BaseNetworkable.GetConnectionsWithin_Patch2' method. (BaseNetworkable_GetConnectionsWithin_Patch) [Vanish] Automatically Harmony patched 'BaseEntity.SignalBroadcast_Patch2' method. (BaseEntity_SignalBroadcast_Patch) [Vanish] Automatically Harmony patched 'EffectNetwork.Send_Patch2' method. (EffectNetwork_Send_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_phrase_Patch) [Vanish] Automatically Harmony patched 'Item.SetItemOwnership_Patch2' method. (Item_SetItemOwnership_string_Patch) [Vanish] Automatically Harmony patched 'BasePlayer.Teleport_Patch2' method. (BasePlayer_Teleport_Patch) [Vanish] Load Data
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Plug in Currently not compiling right: ExType: HarmonyException Failed to initialize plugin 'PumpkinHead v1.2.1' (Exception: Parameter "cache" not found in method static System.Void BasePlayer::OcclusionPlayerFound(BasePlayer player1, BasePlayer player2, System.Single networkTime, System.Boolean ordered)) at HarmonyLib.MethodPatcher.EmitCallParameter (System.Reflection.MethodInfo patch, System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.LocalBuilder runOriginalVariable, System.Boolean allowFirsParamPassthrough, System.Reflection.Emit.LocalBuilder& tmpInstanceBoxingVar, System.Reflection.Emit.LocalBuilder& tmpObjectVar, System.Boolean& refResultUsed, System.Collections.Generic.List`1[T] tmpBoxVars) [0x00ada] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher+<>c__DisplayClass35_0.<AddPrefixes>b__0 (System.Reflection.MethodInfo fix) [0x00070] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.AddPrefixes (System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.LocalBuilder runOriginalVariable) [0x0001b] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x0029e] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00059] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000be] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 Unloaded plugin PumpkinHead v1.2.1 by Krungh Crow No previous version to rollback plugin: PumpkinHead
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I'm late to the party for the terms of service change, I have 2 questions 1 as a base builder and 1 as a server owner. I saw you say in to an earlier question, that using DLC skins and such in Raidable Bases is ok as long as they cannot be picked up, is that still true? As I have sold my bases and they have lots of DLC content. If so then I only need to stop any DLC content from dropping in my raids on my server correct? Even if your answer breaks my heart, thanks in advance!
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- 26 comments
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- #ferry terminal
- #ch47
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- 26 comments
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- #ferry terminal
- #ch47
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