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Dr.D.Bug

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Everything posted by Dr.D.Bug

  1. Dr.D.Bug

    Raidable Bases

    Unfortunately, currently i have the problem that the zone defined by the zone manager is not being used as desired. First I created a flat zone on the map with RustEdit with a width of 200 and also defined a zone with this width via the zone manager. However, my current problem is that the zone of possible spawn points is always larger than the zone from the zone manager. Even if I reduce the zone to 150, the entire area of the created island is always used. May i have overlooked any parameter in the configuration? Zone 200: Zone 150:
  2. Dr.D.Bug

    Raidable Bases

    Do the stats of /rb ladder no longer reset after wipe (v2.7.0)? Can i reset them by command?
  3. Dr.D.Bug

    Raidable Bases

    as far as i know for each player individual
  4. Dr.D.Bug

    Raidable Bases

    You can move the dialog by klicking on the arrow next to PVE. By clicking several times you can move the dialog to where you want it to be. To activate the clickable arrow for example just press t for chat.
  5. Dr.D.Bug

    Raidable Bases

    But certainly only in the next version, right? Will it then also be possible again to automatically remove the structures built by players within the dome? ➡️ "Do Not Destroy Player Built Structures": false,
  6. Dr.D.Bug

    Raidable Bases

    Hi, that means rectangle box zones will currently work? Does it work if i set the z coordinate to a negative value, where all corners of the cube definetely are in underground? Additional question, do i have to set the previously used radius of the sphere to zero? YES, YES, YES! It now works with rectangled zones!! TNX!! 😘 I keep my fingers crossed that the sphere zones will be running again soon. They are easier to handle 😉
  7. Dr.D.Bug

    Raidable Bases

    @nivexThanks for the info. I'm currently testing the new version. Unfortunately, the zones still seems not to work in my case I've tested it with one and two zones: CONFIG1: "Allowed Zone Manager Zones": [ "01", "02" ], "Use Grid Locations In Allowed Zone Manager Zones Only": true, LOG1: 11:11 [Info] [RaidableBases] Allowed spawn points in 2 zones. 11:11 [Info] [RaidableBases] Blocked spawn points in 1 zones. 11:12 [Info] [RaidableBases] Grid initialization completed in 35 seconds and 560 milliseconds on a 5000 size map with 0 potential points. CONFIG2: "Allowed Zone Manager Zones": [ "01" ], "Use Grid Locations In Allowed Zone Manager Zones Only": true, LOG2: 11:25 [Info] [RaidableBases] Allowed spawn points in 1 zones. 11:25 [Info] [RaidableBases] Blocked spawn points in 2 zones. 11:25 [Info] [RaidableBases] Grid initialization completed in 30 seconds and 753 milliseconds on a 5000 size map with 0 potential points. Tested with just one zone and with two zones. I also tested it with 8-digit numbers (zone ID's) and without leading zeros. i thought there might be a problem with my two digit zone id's, but the result was always the same. 🤷‍♂️ The cooldown also seems not to work. In this case the player bought his second base after the first was finished but not yet despawned: 12:20 [RaidableBases] DonOuzo has paid for the Nightmare base (raidnightmare) at (-137.5, 0.8, -2233.8) in Q32! 12:21 [RaidableBases] raidnightmare @ Q32 : 180 items 13:23 [RaidableBases] The nightmare base at Q32 has been raided by DonOuzo, Dr.D.Bug! 13:29 [RaidableBases] DonOuzo has paid for the Nightmare base (raidnightmare13) at (-833.2, 1.2, -2088.9) in L31! 13:31 [RaidableBases] raidnightmare13 @ L31 : 180 items 13:31 Nightmare Raidable Base has spawned at (-837.5, 0.5, -2075.0). 13:33 Raidable Base at (-137.5, 0.0, -2225.0) has ended. 15:34 [RaidableBases] The nightmare base at L31 has been raided by DonOuzo, Dr.D.Bug! 15:44 Raidable Base at (-837.5, 0.5, -2075.0) has ended. For these tests i kept the same configuration, i already provided to you before.
  8. Dr.D.Bug

    Raidable Bases

    Usually you do not have to delete the previous plugin version, just copy the new version into the plugin directory and thus overwrite the old version. In your case, you or someone else have created the plugin in two versions with different names. So that the plugin works, you must not change the name. It is best to delete both versions and then copy the latest version of the plugin to your server again.
  9. Dr.D.Bug

    Raidable Bases

    @nivex This is our current configuration for the player build stuff "Do Not Destroy Player Built Deployables": true, "Do Not Destroy Player Built Structures": false, Although the Player built Structures is set to false, the structures within the RB dome will not dissapear
  10. Dr.D.Bug

    Raidable Bases

    @nivexhope you'll get well soon. Question: Since last update the event buildings from players will not be longer automatically removed. Unfortunately, I can't find the right line in the configuration where I can activate it again. Has the config changed in any way?
  11. Dr.D.Bug

    Raidable Bases

    This is our configuration: We have 2 Zones for RaidBases and both are defined in the RB Config: "Allowed Zone Manager Zones": [ "01", "02" ], "Use Grid Locations In Allowed Zone Manager Zones Only": true, Zone Manager: { "Name": "Raidable Bases-Zone 01", "Radius": 175.0, "Radiation": 0.0, "Comfort": 0.0, "Temperature": 0.0, "SafeZone": false, "Location": "-516.6798 0.03050751 -2186.495", "Size": "0 0 0", "Rotation": "0 0 0", "Id": "01", "ParentID": null, "EnterMessage": "Du betrittst eine Raidable-Base-Zone. Hier darfst Du keine Homebase bauen! <color=red>Bitte entsorge auch Deine provisorischen Bauten und Schlafsäcke, etc.!!</color>* You are entering a raidable base zone. You are not allowed to build a home base here! <color=red>Please also dispose of your temporary constructions and sleeping bags, etc.!!</color>*", "LeaveMessage": "Du verlässt die Raidable-Base-Zone * You are leaving the raidable base zone", "Permission": null, "EjectSpawns": null, "Enabled": true, "Flags": "None" }, { "Name": "Raidable Bases-Zone 02", "Radius": 175.0, "Radiation": 0.0, "Comfort": 0.0, "Temperature": 0.0, "SafeZone": false, "Location": "-115.3868 0.03051639 -2043.284", "Size": "0 0 0", "Rotation": "0 0 0", "Id": "02", "ParentID": null, "EnterMessage": "Du betrittst eine Raidable-Base-Zone. Hier darfst Du keine Homebase bauen! <color=red>Bitte entsorge auch Deine provisorischen Bauten und Schlafsäcke, etc.!!</color>* You are entering a raidable base zone. You are not allowed to build a home base here! <color=red>Please also dispose of your temporary constructions and sleeping bags, etc.!!</color>*", "LeaveMessage": "Du verlässt die Raidable-Base-Zone * You are leaving the raidable base zone", "Permission": null, "EjectSpawns": null, "Enabled": true, "Flags": "None" }, attached pls find our config files RaidableBases.json zone_data.json
  12. Dr.D.Bug

    Raidable Bases

    We are using Raidable Bases with the Zone Manager. Since todays rust update we are receiving this: [RaidableBases] Allowed spawn points in 3 zones. this is correct, but the next is new... [RaidableBases] Grid initialization completed in 37 seconds and 303 milliseconds on a 5000 size map with 0 potential points. We always had multiple potential points before, even on the same map with the same config. Is anything new in the config, we have to change/add?
  13. Dr.D.Bug

    Raidable Bases

    It is set to true: "Lock Raid To Buyer And Friends": true, In addition i'll send you our config by PM
  14. Dr.D.Bug

    Raidable Bases

    buyraid is the only permission for default players and this is also my permission, with whom i tested in playermode as i said before
  15. Dr.D.Bug

    Raidable Bases

    i did my tests in playermode only
  16. Dr.D.Bug

    Raidable Bases

    Unfortunately, that doesn't seem to be in my case. Something doesn't seem right with the cooldown though. If I try to buy a new base between the end and despawn, the cooldown seems not to apply. Here is the exact process between my two hard bases with permission for normal users: Cooldown: 5400 (90min) Hardbases Time : Event <Base1 start> 08:05 : [RaidableBases] Dr.D.Bug has paid for the Hard base (raidhard2) at (-1787.3, 2.0, 792.0) in D9! 08:07 : Hard Raidable Base has spawned at (-1787.5, 2.0, 800.0). 08:57 : [RaidableBases] The hard base at D9 has been raided by Dr.D.Bug! <Base2 start> 09:06 : [RaidableBases] Dr.D.Bug has paid for the Hard base (raidhard16) at (-1638.1, 2.0, 558.0) in E11! 09:06 : Hard Raidable Base has spawned at (-1637.5, 2.0, 562.5). <Base1 end> 09:07 : Hard Raidable Base at (-1787.5, 2.0, 800.0) has ended. 09:47 : [RaidableBases] The hard base at E11 has been raided by Dr.D.Bug! 09:57 : Hard Raidable Base at (-1637.5, 2.0, 562.5) has ended. <Base2 end> So we have between start of the first and the start of the second base 61 minutes and between despawn of the first base and the beginning of the second base -1 minute Can I still have missed something here? Attached pls. find also the config:
  17. Dr.D.Bug

    Raidable Bases

    The cooldowns in section "Cooldowns (0 = No Cooldown)" in RaidableBases.json for "Normal Users": ... for example... "Nightmare": { "VIP Permission: raidablebases.vipcooldown": 1800.0, "Admin Permission: raidablebases.allow": 0.0, "Server Admins": 0.0, "Normal Users": 1800.0 }
  18. Dr.D.Bug

    Raidable Bases

    Question: Cooldowns I'm not sure if this question has already been asked here, so apologies if this is a duplicate post. Unfortunately I haven't found an answer on this yet. ... What does the cooldown between two bases of the same level mean? Is it the time between the completion of one base to the beginning of a new base, or is it the time between the beginning of one base and the beginning of another base of the same level? ... So far, it would be plausible for me that the cooldown is the time between the completion (inclusive or exclusive despawn - in addition to this question) of a base and the beginning of a new base. pls. help 😩
  19. Dr.D.Bug

    Raidable Bases

    In the Logfile raidablebases_despawn-*.txt you are logging the despawn time from each base. Is it possible to view/log the starting time also? It would be nice to see how long each base will take to raid. Unfortunately the console log does not log any timestamp which would also help in this case 🤷‍♂️
  20. Dr.D.Bug

    DeathPenalty

    It would be nice if we could also subtract some zLevel instead of Economics or Server Rewards 🙂
  21. Version 1.1.0

    528 downloads

    A small Shop with two Vending (Machine/Shopkeeper) and a Garage with the options to repair your car or recycle some stuff. Nice and hopefully useful nearby a highway on your next map. Prefab Count: 1891 Useful Tools: 1 Workbench LV 2 1 Repairbench 1 Carlift 1 Recycler 1 Slotmachine Loot: 2 Barrels 1 Medical Crate 1 Tool Crate 1 Tech Parts Spawner: 2 NPC Vending Spawner (Invisible Shopkeeper) with Custom Profiles To integrate Prefab in your mapfile. Place it where you want it. Then apply high map, after this apply the texture map and finally break the Prefab. After that, pls. select all of the prefab and refresh spawn instances and check if them all in place or repeat the step refresh spawn instances after selecting each single loot item and apply refresh spawn instances again to place them correctly. To edit the two Shopkeeper Profiles, you need to copy them in your RustEdit-Folder ...\RustEdit\VendingPresets
    Free
  22. Version 1.0.0

    623 downloads

    A small military communications center with a medium leveled Riddle. To solve the puzzle, watch out for the lights above the red door. The electrical Components have also dedicated colors associated to them. Always remember, time is running out... Prefab Count: 616 Loot: 2 Barrels 1 Medical Crate 1 Food Crate 3 Normal Crate 1 Elite Crate Required: 2 Fuses 1 green Keycard 1 blue Keycard Spawner: 5 Scientist NPC Spawner (Can be removed if required for any Bot-Plugin) To integrate this Prefab in your mapfile. Place it where you want it. Then apply high map, after this apply the texture map and finally break the Prefab. After that, pls. select all of the prefab and refresh spawn instances and check if them all in place or repeat the step refresh spawn instances after selecting each single loot item and apply refresh spawn instances again to place them correctly. Ingame Screenshots will follow soon...
    Free
  23. Dr.D.Bug

    Timelines Custom Map

    Not testet yet, but nice SciFi-Timetraveler Concept. Looking for testing it somewhere. 😀
  24. Dr.D.Bug

    Raidable Bases

    Is it possible that samsite does not work since last update or since version 2.6.5? I can remember them working, but not exactly until which version 🤷‍♂️ pls. help 🥺 ...could it also have something to do with the zone manager? I have now worked with zones for the first time. But outside these zones the behavior is the same 😩
  25. Dr.D.Bug

    Catamaran

    Version 1.0.0

    270 downloads

    I used this prefab slightly modified in my waterworld monument prefab, which is of course inspired by the movie waterworld. Prefab Count: 144 This is a standalone prefab without any further terrain modifiers
    Free
1.7m

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