Jump to content

nivex

Creator
  • Posts

    5,805
  • Joined

  • Last visited

  • Days Won

    198

Everything posted by nivex

  1. nivex

    Raidable Bases

    hi, those settings are what the plugin drops on death. the game will drop it's own prefab loot too. all of my npcs are heavy scientists so they will drop heavy scientist loot. you can change that under Spawn Alternate Default Scientist Loot oxide/data/RaidableBases/Profiles/ this example changes it to scientist roam loot "Spawn Alternate Default Scientist Loot": { "Prefab ID List": [ "roam" ], "Enabled": true, "Disable All Prefab Loot Spawns": false }, if you don't want any prefab loot then set Disable All Prefab Loot Spawns to true instead. any other loot is from another plugin @zoidberg
  2. nivex

    tree spawn

    hi, the translation is confusing. Eject Tree Radius When Spawning Base will eject trees on spawn if configured above 0 Delete Tree Radius When Spawning Base will delete trees on spawn if configured above 0 Respawn Deleted Trees When Despawning Base will respawn trees on despawn if set to true
  3. nivex

    Carbon compatible?

    Changed Status from Pending to Closed
  4. nivex

    Carbon compatible?

    nice, you're welcome, enjoy! no plans for a ui haha that would be absolutely massive.
  5. nivex

    Carbon compatible?

    ^ also chatgpt its handy but when it gives you too much information it can be confusing to follow.
  6. nivex

    Carbon compatible?

    Dont reinstall, nothing is broken. This is just a profile filter issue. "Include PVP Bases": false Maintained Events will only pick profiles with Allow PVP set to false. Any profiles with Allow PVP set to true are skipped. If all profiles are still true, nothing spawns. If you change and don't reload, nothing spawns. Do this: Set Allow PVP to false in each profile you want Maintained Events to spawn from Reload the plugin Or, if you want to keep using PVP profiles and convert them to PVE for Maintained Events: Set "Include PVP Bases": true Enable Convert PVP to PVE only (Convert PVP to PVE only ignores Allow PVP, but it cannot bypass Include PVP Bases being false)
  7. nivex

    Carbon compatible?

    hi "Include PVP Bases": false, Maintained Events has that set to false, so it will only use profiles that have Allow PVP set to false as well. if you did set it to false then you need to reload the plugin to apply those changes. I've tested this config for you and it is working
  8. nivex

    Carbon compatible?

    heya, you don't need to restart the server. just reload the plugin with c.reload RaidableBases if you have issues with PVP then use the Convert PVP to PVE option. this is under Manual, Maintained, Scheduled and Buyable Events
  9. nivex

    Carbon compatible?

    hi it works fine with Carbon yes
  10. nivex

    Propane Tanks :)

    heya, no, that's just for ladders and barricades.
  11. nivex

    Abandoned Bases

    added in the next update Added sar option, `Distance to block the command when used near players that are not authed` (50 meters) - vanish, invis and noclip users are excluded! "AuthorizeOther": "You are not allowed to use this command near unauthorized players.", you can of course change that message or remove it entirely by setting it to "AuthorizeOther": "", still working on player-made boat support in multiple plugins of mine so it will be released when that is completed:)
  12. nivex

    Abandoned Bases

    @Soller hi, do the limits not work? I've added the limits when you requested it. I understand that hurts legitimate players too. so an alternate solution would be helpful. "Loot Required (SAR)" "Foundations Required (SAR)" "Walls Required (SAR)" ejecting is good thinking, but it will still be exploitable. such as predicting where the player would be ejected, or the player returning and walking into the event accidentally just to die anyway I have a solution, block /sar when another player is in the event radius and not authed on the TC. just a modified version of your idea. optional, and enabled by default.
  13. nivex

    Naval Update

    heya, I will add full support in the next update
  14. nivex

    Bundle Question

    heya, I've sent you a coupon in DM. hope that helps. enjoy!
  15. nivex

    Need help!!

    Changed Status from Pending to Closed
  16. nivex

    Need help!!

    hi, ive responded here. https://codefling.com/plugins/raidable-bases?page=170&tab=comments#findComment-78480
  17. nivex

    Raidable Bases

    @Kk hi, I'd be looking for an error instead of thinking that the base persisted after a restart somehow. that is not possible unless another plugin is causing it. otherwise, bases are not saved in the map's save file anymore and cannot persist because they won't exist. highwalls are not saved either. this has been the case since version 2.8.6 the copypaste plugin is what handles this behavior. I've checked out the recent copypaste updates and this behavior has not changed and still works properly. raidablebases tells the copypaste plugin to not save anything that spawns. I've added output to both plugins to confirm this. I'd be looking for some error, or any plugin that uses EnableSaving or enableSaving in an OnEntitySpawned hook.
  18. hi, this doesn't look like one of my bases here are some possible reasons, I'll list from most to least likely. the base is copied incorrectly and needs to be recopied from its center foundation (go to center foundation, look at it, /copy) one of the height settings has been changed in the profile, search height and look for any that aren't 0, 1 or -1 if that's a custom spawn point then verify the spawn point is on the top layer of terrain. doubtful, but could be an issue with the terrain in that area it's possible that underground could break it somehow but I haven't seen that. spawn it elsewhere and see. use /rb to find the name of the base use /paste the base on flat terrain away from any islands. if /paste puts the base underground then its copied incorrectly. /undo and use /rbe and compare to difference. if instead /rbe puts the base underground then height was modified
  19. I'm not sure, but I don't think that matters. I had no issues with this when creating islands before but it's been a long time. you're better off asking someone who makes maps
  20. version 2.2.6 works with RealPVE (15:04:27) | [RealPVE] OnEntityEnteredAbandonedBase works!
  21. nivex

    Help!!

    hi, a tier package is not needed but it does make it a whole lot easier to use the plugin. otherwise you can set everything up yourself from scratch by reading the documentation. you need your own copypaste files, loot tables which you can edit using Raidable Bases Loot Table Editor by beee, and to edit the profiles and config. a tier package is preconfigured that you can install and use right away, but at some point you will still want to make changes to the profiles and config, add new bases, change loot, etc. you can do that from scratch but I think it's a lot easier to edit the preconfigured setup from a tier package instead.
  22. @Wild Shadow hi, I stated above that I added the hook call.
  23. was it up to date? edit: a vanilla bug is causing this too but definitely make sure plugins are updated.
  24. nivex

    Loot - Weapon - Attachments

    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
  25. 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.
2.2m

Downloads

Total number of downloads.

10.4k

Customers

Total customers served.

150.9k

Files Sold

Total number of files sold.

3.2m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.