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nivex

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Support Replies posted by nivex

  1. heya, I think it's a game issue. I've had the same issue with bases in the jungle, but I can't reproduce. when I go to the same spot on the same server and spawn the same base the issue doesn't happen again. if you can find a way to reproduce then I might be able to do something. I've already tried raycasts, checking physics in the areas reported and everything looks normal to me so it's unknown.

    however, if you can /rbe that same base and it still floats each time then that's not the same issue. in that case, height would be modified in the profile or the base's copypaste file. 

  2. heya, ya the quotes were missing from the commands that you used. you can copy the above commands next time and rename the bases in those instead

    curly quotes are not supported though. it needs to use straight quotes like in the above commands

  3. hi, thanks for reaching out. these are good ideas and will be implemented in the next update.

    I tracked down a second issue with the despawn hook which RealPVE uses, RaidableBaseTimeUpdatedBar -> AdvancedStatus -> DrawBars -> multiple network calls. similarly, limiting the amount of calls from RaidableBaseTimeUpdatedBar to AdvancedStatus minimized the issue, but it would really help to reduce the amount of network calls inside of DrawBars. you could start by removing DestroyUi where possible. destroyUi is a property in the Facepunch UI and if you were to add this to your json string then the previous ui would be destroyed whenever AddUi is called. this will help minimize any impact DrawBars might be having in other cases, and it reduces flickering. due to this, I had already implemented a 1 second debounce for the despawn hook but I will use your suggestion instead. thanks!

    https://github.com/Facepunch/Rust.Community/blob/f1eef905473105e7814b984bc5745d4d9cbaa006/CommunityEntity.UI.cs#L77

    here is one example:

            public static void DrawProgress(BasePlayer player, AdvancedBar bar)
            {
                string uiName = bar.UiNames[5];
                if (bar.Progress > 0f)
                {
                    // add destroyUi to your json string here. the next time AddUi is called the previous UI will be destroyed before the new one is added.
                    CuiHelper.AddUi(player, "json");
                }
                else CuiHelper.DestroyUi(player, uiName);
            }

     

  4. hi, yes spawn points can still be blocked based on the options you're using. the rbe debug command will tell you why. try to buy a raid, use rbe debug once to toggle it on, then immediately again to toggle it off. you can figure out what's going on pretty easily with that (debug is not errors, it contains good and bad.). it will tell you where it's blocked and by what. teleport to whatever is blocking it using the coordinates it gave you. remove what is obstructing and buy again.

    you can enable Ignore Safe Checks and Prevent Building Until Base Spawns if need be. the last is a profile only option, so if you have spawns database set up in the config then move it from the config to the profiles instead. the latter option will block players from building while no events are active. if you use Prevent Building Until Base Spawns then you don't need zone manager zones for any reason. RB will handle all of it.

  5. hi, reinstall is not the answer. the plugin depends on your map having enough space for bases to spawn on.

    this is too low. anything less than 1000 is going to be unreliable. you want at least 1500 and ideally over 2000 potential points. these are clusters where spawn points are picked from depending on the size of the base that is supposed to spawn. 

    Quote

    25.03 21:30:13 [Server] INFO [RaidableBases] Grid initialization completed in 10 seconds and 742 milliseconds on a 3000 size map with 105 potential points.

    these are recommend config:

          "Allow Raid Bases Inland": true,
          "Allow Raid Bases On Beaches": true,
          "Allow Raid Bases On Ice Sheets": false,
          "Allow Raid Bases On Roads": false,
          "Allow Raid Bases On Rivers": true,
          "Allow Raid Bases On Railroads": false,
          "Allow Raid Bases On Building Topology": true,
          "Allow Raid Bases On Monument Topology": false,

    all biomes in the profiles are enabled by default. 

      "Allow Raid Bases In Biomes": {
        "Arctic": true,
        "Arid": true,
        "Temperate": true,
        "Tundra": true,
        "Jungle": true
      },

    water settings can help when the map doesn't have enough terrain. the only thing that will help beyond this is using a better or bigger map. 3000 is very small but doable.

      "Water Settings": {
        "Allow Bases To Float Above Water": true,
        "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 100.0,
        "Spawn On The Surface Of Water": true,
        "Ignore Land Level On Seabed": true,
        "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": false,
        "Maximum Water Depth Level Used For Float Above Water Option": 1.0,
        "Minimum Water Depth Level Used For Seabed Option": -20.0,
        "Maximum Water Depth Level Used For Seabed Option": -35.0,
        "Torpedo Damage Multiplier (Min)": 3.0,
        "Torpedo Damage Multiplier (Max)": 3.0
      },

     

  6. hi, looks like your map ran out of space for bases to spawn. 105 is no where near enough. ensure beaches and inland are both allowed in the config. otherwise this is a map issue. you could setup water bases in the profiles. theres no shortage of that.

     

      "Water Settings": {
        "Allow Bases To Float Above Water": true,
        "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 100.0,
        "Spawn On The Surface Of Water": true,
        "Ignore Land Level On Seabed": true,
        "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": false,
        "Maximum Water Depth Level Used For Float Above Water Option": 1.0,
        "Minimum Water Depth Level Used For Seabed Option": -20.0,
        "Maximum Water Depth Level Used For Seabed Option": -35.0,
        "Torpedo Damage Multiplier (Min)": 3.0,
        "Torpedo Damage Multiplier (Max)": 3.0
      },

     

  7. hello, I have plans to update this plugin as soon I have time. atm working on nteleportation, truepve and raidablebases. sorry about that. this plugin is not mine so I will likely rewrite it so I can manage it easier

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