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Everything posted by nivex
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I will note this down for later. no problem! it's time for sleep now. have fun.
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hi, enable Prevent Players From Buying Until Previous Raid Despawns. no, that means you must activate the cursor in order to move the gui no problem:)
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2. understood. added [HookMethod("GetAllEvents")] public List<(Vector3 pos, int mode, bool allowPVP, string a, float b, float c, float loadTime, ulong ownerId, BasePlayer owner, List<BasePlayer> raiders, List<BasePlayer> intruders, List<BaseEntity> entities, string baseName, DateTime spawnDateTime, DateTime despawnDateTime, float radius, int lootRemaining)> GetAllEvents(Vector3 position, float x = 0f) { return Raids.Select(raid => (raid.Location, (int)raid.Options.Mode, raid.AllowPVP, raid.ID, 0f, 0f, raid.loadTime, raid.ownerId, raid.GetOwner(), raid.GetRaiders(), raid.GetIntruders(), raid.Entities.ToList(), raid.BaseName, raid.spawnDateTime, raid.despawnDateTime, raid.ProtectionRadius, raid.GetLootAmountRemaining())).ToList(); } 3. added rbe clearowner nivex / rbe clearowner 76561198212544308 useable from server console 9. ok. I will apply a skinID 14922524 when CreateSpawnCallback is called
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Hi, what was the issue preventing this from working? It the config you set me it will apply all cooldowns, but what you've explained was different from this. "Apply All Cooldowns": true Buyable Cooldowns Ui and the Buyable Events Ui are two different Ui's. the buyable cooldowns display cannot be closed, but it can be disabled in the config though I don't recommend this. you can move any ui by clicking the arrows.
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more on this. I am telling you based on my own experience what I believe to be the cause. that doesn't mean that I don't want to help you. it doesn't mean that the plugin isn't bugged either, but I very seriously doubt it. if you figure out what fixed the issue for you then you should share it here so others and myself will have a better understanding of how to help anyone with this issue in the future. I do have a solution but I need the developer of CopyPaste to kindly implement my suggestion. I will ask again to see if it can be.
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here are some reasons why a base may not despawn properly: 1. the datafile became corrupted during a restart (oxide/data/RaidableBases_UID.json) 2. your server did not restart properly (crashed, shut down incorrectly, process was terminated early, a script or application that restarts the server, clicking STOP in your control panel instead of RESTART, etc) 3. your server is unstable from excessive load 4. your server is unstable because it is not restarted frequently enough (daily is recommended) 5. the map file reverted (even as little as 1 second) or was not saved prior to shut down 6. missing libgdiplus library on linux machines. host must install this for you. they will verify this is installed if you ask. if they are unsure what this is or what its for then they likely don't have it installed. it is for converting byte arrays to bitmap for the images inside of the copypaste files. 7. a plugin. such as truepve versions under 2.1.6 but any PVE plugin can potentially cause this. I have seen protection plugins break this too. 8. your machine cannot handle the load on it from plugins. ties into #3 as well 9. your machine cannot handle the load because it is shared with too many other servers. ties into #3 as well low memory and cpu usage do not exclude you from this. most common reasons that I have seen are #3, #4 and #8 data file becoming corrupted would explain why there are so few reports of this map file being reverted or not saved after further changes is fairly common too
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i've tested this with your config if you are using /rbe despawn on your purchased raids then you won't get a cooldown because of this setting (it will also reset every cooldown due to a bug). "Refund Resets Cooldown Timer": true if the base is completed normally then I get 30 minute cooldowns for every difficulty I suggest using a plugin like Permissions Manager to assign and view permissions. this plugin is great because it will show you the inherited permissions from other groups too. https://codefling.com/plugins/permissions-manager
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you cannot buy multiple raids with this config unless you have the allow or bypass permission
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don't use noclip or vanish. this will not work if you have the raidablebases.allow permission you should be testing with a player account as an admin can easily bypass restrictions.
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2. no. you need to keep your plugin loaded. there is no reason to keep a plugin unloaded. you can unsubscribe unneeded hooks if you are worried about performance. 3. as I said, the command is limited. you can set an owner, but you cannot remove one. covalence.Server.Command($"rbe setowner {playerID}");. should use rbe not rbevent 5. that's redundant. a string is sufficient 6. ok, I have added the loot amount to OnRaidableBaseStarted and any other hook using `hookObjects` added void OnRaidableLootDestroyed(Vector3 pos, float radius, int lootAmountRemaining, StorageContainer container) added void OnRaidableLootDestroyed(Vector3 pos, float radius, int lootAmountRemaining, IOEntity io) 7. no. I added it for you. 8. no. added Interface.CallHook("OnRaidableDespawnUpdate", hookObjects); to UpdateDespawnDateTime 9. why? do you want it set to 14922524 also? why do you want all of this?
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hi. those settings are for public events you need to use Buyable Cooldowns for purchased raids
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@Kobani Buyable Cooldowns is for raids purchased with /buyraid and is in the config. this does not affect player lockouts / public raids Player Lockouts is for public raids spawned by maintained and scheduled. this is also in the config. this does not affect Buyable Cooldowns @Emigo I have 2-3 reports of this per month and have not seen the issue on any of my servers in at least 6 months. this leads me to believe it is an issue with your server, or a plugin that's interfering. if this were an issue with the plugin then I would get constant reports. it's unknown how something would bypass all the checks in raidable bases even then. it could happen on an unstable server if it is not restarted frequently enough. daily restarts are recommended. @MatthiasBM in regards to active bases spawning on top of another active base it could be a bad config setup, but how someone would do this without knowing idk. invalid settings for Ignore Safe Checks, Spawn Bases X Distance Apart and Advanced Protection Radius might cause this in regards to active bases spawning on top of another INACTIVE base that failed to despawn. this is intentional and isn't a bug. the base not despawning is the issue. I have seen a dome persist, but never a map marker. a missing libgdiplus on Linux can cause these issues truepve versions under 2.1.6 can cause this issue other PVE plugins can cause this issue too. the developer would likely be oblivious to it too since the cause doesn't seem like it would be an issue
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Ill think about it but this info really belongs on a sign so there are no issues with it being in the way on the screen. its not as simple as implementing a close button.
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Changed Status from Pending to Closed
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no problem. enjoy
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sorry @IIIaKaI'm not sure what's happening. if you don't receive a response within a day or two then you can DM me or @ping me instead 1. no, this information is not readily available. I will add an API for that by using the Vector3. string ID does not serve a purpose in this plugin. it is used by another private plugin. intruders is anyone inside of the event. raiders is anyone that has actively participated. if you want a thorough list then leave intruders set to false. [HookMethod("GetPlayersFrom")] public List<BasePlayer> GetPlayersFrom(Vector3 position, float x = 0f, bool intruders = false) { for (int i = 0; i < Raids.Count; i++) { if (InRange2D(Raids[i].Location, position, Raids[i].ProtectionRadius + x)) { return intruders ? Raids[i].GetIntruders() : Raids[i].GetRaiders(); } } return null; } and a second API per your request. keep in mind if the base is not locked then it will return a participant of the event instead [HookMethod("GetOwnerFrom")] public BasePlayer GetOwnerFrom(Vector3 position, float x = 0f) { for (int i = 0; i < Raids.Count; i++) { if (InRange2D(Raids[i].Location, position, Raids[i].ProtectionRadius + x)) { return Raids[i].GetOwner(); } } return null; } 2. use the OnRaidableBaseStarted hook to see when bases have spawned 3. /rbe clearowner requires that you be in the game and at the specific base. /rbe setowner nivex can be used in game or in the server console. 4. added radius to the end of the hook arguments in the next update 5. no, I had a specific reason for doing this but don't recall what it was 6. no, use the hooks provided by Oxide 7. let me know if this will be sufficient in ResetPublicOwner method: if (Interface.CallHook("OnRaidableResetPublicOwner", ownerId, Location, ProtectionRadius, GetRaiders(), Entities.ToList()) != null) { return; } in ResetPayLock method: if (Interface.CallHook("OnRaidableResetPayLock", ownerId, Location, ProtectionRadius, GetRaiders(), Entities.ToList()) != null) { return; }
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@Death@Raul-Sorin Sorban there might be an issue with the notification system. I am having issues with not being notified of tickets, or responses to tickets. this typically happens when the user reacts to a post and responds to it at the same time. but as seen here, there were no reactions but simply a response that I wasn't notified of. I would have responded otherwise. thanks for looking into these issues as always.
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not sure how I didn't see your response! I think this breaks immersion in the game and strays from the realistic nature of raiding player's bases. it's good to build bases to be cost effective as it has a lot of benefits. however it feeds and promotes an entitled mindset when it's advertised exactly how much that is. it takes their mind from "hey, lets raid this base and see what it has this time. it should be relatively the same cost so why not" to the more critical "ok, spend 24 c4 on this base instead of 25 on the other" making it too easy for players will leave them less gratified, they'll bore easier, and therefore log off of your server sooner. I'm against most ideas when it requires the player to think less.
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heya, no problem. set Send Messages To Player to false in the config.
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good to know
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hi thanks! this is implemented already but its been hidden because the requested API didnt exist then. you can edit the cs file and see if it works now. change ShoppyStock = null; to ShoppyStock = new(); line 18481