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Everything posted by nivex
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was it up to date? edit: a vanilla bug is causing this too but definitely make sure plugins are updated.
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heya, sounds like another plugin but I suppose it's possible the items in the copypaste file are broken somehow. I seriously doubt its the copypaste file but never say never I guess. /paste a base that players had an issue with, and loot the weapons to see if any of them have the same issues. if so, replace the items in the base and recopy that base. otherwise, you'll have to figure out which plugin is causing it
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heya, this plugin doesn't handle decay and doesn't cause random entities to disappear. it doesn't protect the server, PVE plugins do that. this plugin is for converting bases into events or destroying them, after the configured time, that have been abandoned by players. your config is good for what you want, but you should enable these two options: entities disappearing is caused by another plugin. BetterTC was known to do this, but the developer fixed that weeks ago. so it shouldn't be caused by that plugin. I don't know what would cause your entities to decay unless they had no TC or upkeep but you said they do. that should not be handled by any plugin, and that is not handled by TruePVE. decay is handled by server convars provided by the game. make sure the server and your plugins are up to date. if you want players to attack bases in order convert them into an abandoned event after the configured time then they need the attack permission, and you need to use a PVE plugin that supports this plugin. PVE plugins other than TruePVE need to use the required hooks, or implement their own behavior that handles it completely on its own. most PVE plugins do that already. they don't need time or lastseen, but time is pretty helpful.
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heya, that's default behavior already config: "Bypass Lock Treasure To First Attacker For PVE Bases": false, "Bypass Lock Treasure To First Attacker For PVP Bases": true, "Lock Treasure To First Attacker": true, "Lock Raid To Buyer And Friends": true, profiles (oxide/data/RaidableBases/Profiles/) "Eject Enemies From Purchased PVE Raids": true, "Eject Enemies From Purchased PVP Raids": false, "Eject Enemies From Locked PVE Raids": true, "Eject Enemies From Locked PVP Raids": false, noclip, vanish and canbypass permission will bypass. players shouldn't be given permissions other than optional raidablebases.buyraid or raidablebases.despawn.buyraid
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profiles are in oxide/data/RaidableBases/Profiles/
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hi, ensure each profile has its difficulty set at the top of each profile. Amount Of Items To Spawn defaults to 30 so you can increase this to spawn more loot. if you have insufficient loot and Allow Duplicate Items set to false then it will not work properly my tier package do not have these issues though, something would've had to break them for them to stop working properly
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heya, sure, I can look once I finish implementing player-made boats in NTeleportation and TruePVE.
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hi, this is in the profiles, oxide/data/RaidableBases/Profiles/ "Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 5, and you can change the color "Sphere Colors (0 None, 1 Blue, 2 Cyan, 3 Green, 4 Magenta, 5 Purple, 6 Red, 7 Yellow)"
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Changed Status from Pending to Closed
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hi, reupload or reload the plugin again. that's an issue with the compiler trying to load the file before it was uploaded. otherwise you need to download and upload it again.
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Heya, regarding purchases... RealPVE's flow is enter -> purchase, but RaidableBases is purchase -> enter. Buyable Cooldowns block buying, not entry to a base (hence "cooldown"), so using Maintained or Scheduled Events for purchases can bypass the cooldown when those bases have already spawned. RealPVE uses the setowner command from RaidableBases when purchasing, which effectively purchases the event at no additional cost and applies a Buyable Cooldown. When the event finishes, players end up with buyable cooldowns instead of player lockouts (which block entry, hence "lockout"). So when they go to another event and enter it, they are not ejected, because Buyable Cooldowns do not block entry. This is why the restrictions get bypassed in this flow. First, this functionality should be optional (line 8111). Second, I will add a new command in the next update that RealPVE can use: rbe setowner <ID> lockout - purchases event at no additional cost, converts to a public event, applies a player lockout This command currently exists (and is what RealPVE uses): rbe setowner <ID> - purchases event at no additional cost, converts to a purchased event, applies a buyable cooldown And some more API: HasBuyableCooldown(BasePlayer player, string mode) (and an overload that takes int level instead of string mode) RemovePlayer(BasePlayer player, bool justEntered = true, float tolerance = 1f) to forcefully remove a player from any event. If they just entered, pass justEntered = true. tolerance controls how much extra radius is used when checking for the player. To be clear, neither plugin is broken. They are both behaving correctly given the options that currently exist. I respect the developer's kind words (and the community), so I will pay it forward by adding the new command. Unless there's some serious bug that requires patching, this will not be implemented until the next Rust update in March.
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Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
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- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Changed Status from Pending to Closed
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ah, I did not miss this thread, I actually responded here instead. https://codefling.com/files/sc/23387-does-this-plugin-work-with-abandoned-bases/?tab=comments#comment-126000 closing
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@laodu ok, this exists too. this is what RaidableBases uses when it blocks you from purchasing multiple raids. add it to your plugin and call it. private bool IsEventOwner(BasePlayer player) => Convert.ToBoolean(RaidableBases?.Call("IsEventOwner", player, true)); example private bool CanPurchase(BasePlayer player) { if (IsEventOwner(player)) { player.ChatMessage("You cannot buy multiple raids."); return false; } return true; }
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@StrongWolves ah yeah, that's not a cooldown. that's a player lockout. cooldowns are for buyable events via Buyable Cooldowns. lockouts are for public events (maintained/scheduled/manually spawned) via Player Lockouts your nightmare events have no player lockout. I thought it did, I assume that's intended? so, in short, you need this option added to RealPVE then it will behave as expected using Player Lockouts.
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@StrongWolves I understand the issue just fine you still need an option to disable that functionality in RealPVE and your players must use /buyraid command. it's not optional. buyable cooldowns will only function when you buy the raid in raidablebases, not from some other plugin. unless that plugin issues the same command and RealPVE does not do that, it bypasses it.
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@StrongWolves I'm not on discord until later tonight. I'm actually stepping out now but I wanted to answer you first. yes, he has this functionality inside of his OnPlayerEnteredRaidableBase hook which is provided by my plugin. all that's need is an option added to line 8111 that can skip that purchase. and your players will need to purchase with the /buyraid command.
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@laoduwith what arguments for this API? this exists already for all events, but its not specific to buyable. [HookMethod("GetAllEvents")] public List<(Vector3 pos, string mode, int level, bool allowPVP, string a, float b, float c, float loadTime, ulong ownerId, BasePlayer owner, List<BasePlayer> raiders, List<BasePlayer> intruders, HashSet<BaseEntity> entities, string baseName, DateTime spawnDateTime, DateTime despawnDateTime, float radius, int lootRemaining)> GetAllEvents(Vector3 position, float x = 0f) { return new(Raids.Select(raid => (raid.Location, raid.Options.Mode, raid.Options.Level, raid.AllowPVP, raid.ID, 0f, 0f, raid.loadTime, raid.ownerId, raid.GetOwner(), raid.GetRaiders(), raid.GetIntruders(), raid.Entities, raid.BaseName, raid.spawnDateTime, raid.despawnDateTime, raid.ProtectionRadius, raid.GetLootAmountRemaining()))); }
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@StrongWolves heya, nightmare is only set to a 60 second cooldown for buyable events. "Nightmare": { "VIP Permission: raidablebases.vipcooldown": 60.0, "Admin Permission: raidablebases.allow": 60.0, "Server Admins": 60.0, "Normal Users": 60.0 } you're blocked from purchasing with /buyraid when you have a buyable cooldown unless you have the bypass permission, raidablebases.buyable.bypass.cooldown. you don't enter raids to purchase them though. you buy them with /buyraid, let them spawn, walk to them, then enter. the cooldown only prevents you from purchasing a raid, not from entering a raid. player lockouts is not the same, that option is for public events and you have each set to 1 hour but remember your buyable cooldown for nightmare is only set to 60 seconds. buyable cooldowns = private events (/buyraid) player lockouts = public events (maintained/scheduled/manual) RealPVE plugin has its own behavior for this which bypasses mine so that plugin handles all of it. meaning it has an option where you enter an existing raid in order to purchase it.