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realedwin

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Everything posted by realedwin

  1. I need some time to implement such a solution, as performance is a top priority. You have to be absolutely sure that a base will be raided. I have to do a lot of testing and see what is possible.
  2. As it should be, right? I mean, that's the point of the plugin, to raid bases.
  3. A base doesn't need sleepers to be protected. I will test the behaviour after committing suicide and then disconnecting whether the last online time is updated or not.
  4. This happened because a clan had 0 members. Don't worry, it's a simple fix from my end.
  5. Currently, the plugin offers a configurable cooldown period after a player logs off, during which their base remains vulnerable to raids. Your suggestion involves implementing a feature where, if a player logs off during an active raid, the plugin would extend the vulnerability window, allowing raiders to continue their efforts. Can you please explain how it should work?
  6. Have you configured "Scale of damage depending on the current hour of the real day"? I need more information about how you use the plugin. Setting no values for "Scale of damage depending on offline time in hours" does not currently work, i.e. no protection at all, because "Scale of damage between the cooldown and the first configured time". My recommendation would be to use the "Scale of damage depending on the current hour of the real day" option and set the 12 hour range there.
  7. All I can say is that everything works for me with your configuration. Have you configured the permissions?
  8. 1. A base requires a TC and at least one authorised player at the TC for ORP. All members of an authorised player's team are members of the base. 2. Protection never restarts, but a player's offline time does. 3. You can reload the plugin with o.reload OfflineRaidProtection or c.reload OfflineRaidProtection. You can use the orp.fill.onlinetimes command to reset the players' offline time, or delete the data/OfflineRaidProtection/LastOnlineData.json file and reload the plugin.
  9. Back up your config and delete it from the config directory, then reload the plugin. Which version are you upgrading from?
  10. It works 100% on Carbon. I will check the Oxide version of the plugin. I would rather use Carbon than Oxide to avoid problems with ORP.
  11. If a player has spaces in their name, you must use quotation marks. "<name>". I will improve the command in a future update. It is possible to check the offline protection status by using the command /ao & /orp when looking towards a player's structure or vehicle.
  12. You can write to me in German on discord (realedwin). I will also answer your questions here soon, although the description already answers them.
  13. But Protect all prefabs is true. Any reason why it is set to true? There will be improvements to this logic in the next update. Btw, your plugin is out of date.
  14. One iteration is enough to determine whether the TC is player-owned or NPC-owned, as it is not typical for NPCs to be authenticated at the TC. I would never recommend turning on "Protect all prefabs". I will add an option to exclude AI (Animals, NPCs, Attack Heli & Bradley etc.)
  15. @HunterZ Please add the following code to the OnStructureAttack method (line 2761): foreach (var id in authorizedPlayers) { if (id.IsSteamId()) break; else return null; } Please let me know if this fixes the spikes you get.
  16. I have never used Raidable Bases. Do the bases have authorised players at the TC? If these bases aren't protected, the code execution of the hook will exit early.
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