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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    @Xenia87 heya, that would be with the rb.difficulty command in the documentation
  2. nivex

    Raidable Bases

    @MegaPihar hi, use this command on each profile rb.config remove "Easy Bases" *
  3. nivex

    Raidable Bases

    @N7ws2aseRtohbXXKkG ya, totally doable. the convert options override Allow PVP options so those need to be disabled first then you can use the Allow PVP option instead edit the RaidableBases config, set Chance To Randomly Spawn PVP Bases to 0 change Convert PVP to PVE to false under Maintained Events, Manual Events, and/or Scheduled Events change Convert PVE to PVP to false if you want Buyable Events to remain PVE then you can still use the Convert PVP to PVE option under Buyable Events in the config. edit the profiles in oxide/data/RaidableBases/Profiles/ change Allow PVP to false for Easy and Medium profiles change Allow PVP to true for the other profiles
  4. nivex

    Raidable Bases

    @Soller I can add "Max Events During Deep Sea" (or some percentage) under Maintained/Scheduled/Buyable, but not going to bloat it with options for each difficulty. It will limit the amount of new events only, anything already spawned prior to the deep sea opening will not be despawned
  5. nivex

    Raidable Bases

    thank you @Agricolait is greatly appreciated of course
  6. nivex

    Raidable Bases

    thanks @Agricola, the line number varies based on the number of bases in the profile
  7. nivex

    Raidable Bases

    @ciri heya, that's Sphere Colors in the profiles oxide/data/RaidableBases/Profiles/
  8. 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
  9. 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:)
  10. 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.
  11. 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.
  12. nivex

    Real PvE

    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.
  13. nivex

    Raidable Bases

    @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; }
  14. nivex

    Raidable Bases

    @RR_Tappi hi, not sure, I haven't changed this delete your language file and try again edit: ya just checked and prices are displayed.
  15. nivex

    Raidable Bases

    @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.
  16. nivex

    Raidable Bases

    @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.
  17. nivex

    Raidable Bases

    @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.
  18. nivex

    Raidable Bases

    @StrongWolves gotcha, I've looked and there is no option to disable it inside of his OnPlayerEnteredRaidableBase hook so you'll have to ask him to add an option so you can disable it. I can't tell you what code to remove in his plugin in the mean time because his license doesn't allow it.
  19. nivex

    Raidable Bases

    @StrongWolves hi, you will have to disable that option in your RealPVE config. players must purchase with the buyraid command in order to receive a cooldown from RaidableBases. any plugin bypassing this must use its own cooldowns
  20. nivex

    Raidable Bases

    @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()))); }
  21. nivex

    Raidable Bases

    3.1.3 released to fix an issue introduced in 3.1.2 where enemy players were not ejected from events, enjoy
  22. nivex

    Raidable Bases

    @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.
  23. nivex

    Raidable Bases

    Hi, 3.1.2 has been released This requires the Rust update to compile, enjoy
  24. nivex

    Raidable Bases

    @Painfully Ordinary hi, profiles: Allow Players To Deploy A Cupboard is in the profiles config: Destroying The Cupboard Completes The Raid Require Cupboard To Be Looted Before Completion you can't take permanent ownership of a base though
  25. you're welcome, I'm glad you like the plugin so much!

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