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Everything posted by nivex
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this particular issue is caused by using a map that doesn't have enough flat terrain available for bases to spawn on. potential solutions... you could experiment by allowing water spawns by enabling them in the Water Settings of each profile "Water Settings": { "Allow Bases To Float Above Water": true, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0, "Spawn On The Surface Of Water": false, "Ignore Land Level On Seabed": false, "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 }, a more thorough approach is to force the spawns on the water surface (since there is not enough terrain to use elsewhere) "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 }, lastly, you could use the Spawns Database plugin to use Spawns Database File in your profile. just make sure the spawn point can hold a base of relative size. if it doesn't spawn then enable Ignore Safe Checks. enable Prevent Building Until Base Spawns as well to prevent players from overtaking the area. this will force the plugin to use a specific spawn point, which if configured will ignore safe checks.
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no problem custom spawns in profile is ideal. it has more options.
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yes, because it was set to split those high stacks into very small stacks of 4, and the option to increment is disabled "Amount Of Items To Spawn Increased By Item Splits": false,
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no worries, not a waste of time if you learned something!
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hi, still no issue with your copypaste files. (19:21:06) | [RaidableBases] Easy1 @ O2 : 53 items (19:21:16) | [RaidableBases] Easy2 @ P2 : 55 items (19:21:27) | [RaidableBases] Easy3 @ P2 : 53 items post the loot table.
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hi, no issues here. I'm getting 50 to 60 items per base, every time. maybe it's the copypaste files for your easy bases. DM me them and I can look
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odd. attach your easy profile
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hi, it sounds like there's a JSON error in your Easy loot table. either that or it might have the wrong filename. you can see this when the plugin loads
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hi, you can set Enabled to false under Arena Walls I was mistaken, I can fix this. it is fixed next update
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hi, I've just tried it with that configuration and it's working o.grant group default raidablebases.despawn.buyraid /buyraid go to the event /rbe despawn this is for players only - not admins or users with raidablebase.allow - admin has no limitation
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heya, no. that is not a valid json format if you want custom spawn points for nightmare then you set Spawns Database File in your nightmare profiles, and remove that from the config.
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heya, Event Messages are in the config. Announce Buy Base Messages anything not in the config is in the language file. you can change the text to "" to disable any message. "Create Markers For Buyable Events": true, set this to false for the buyable marker
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hi, use the same solution. replace the prefab in your copypaste file
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heya, the permission is raidablebases.despawn.buyraid you will need to set it up in the config file too "Refunds": { "Refund Despawned Bases": false, "Base Becomes Ineligible For Rewards On Despawn": true, "Block Refund If Base Is Damaged": true, "Block Despawn If Base Is Damaged": true, "Block Despawn If Anything Is Looted": true, "Refund Percentage": 100.0, "Refund Resets Cooldown Timer": false, "Cooldown (0 = No Cooldown)": 0.0 },
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- 339 comments
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heya @Mr01sam there is an issue with the CanBeTargeted hook. it returns true when CanEntityBeTargeted returns true, instead of null. this causes the native AutoTurret.ObjectVisible method to return early. that bypasses the visible checks and results in turrets shooting at players behind walls. if your call to CanEntityBeTargeted returns true then you can return null from CanBeTargeted. then the game can continue with its visible checks in AutoTurret.ObjectVisible
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