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Everything posted by nivex
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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
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Changed Status from Pending to Closed
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heya no problem. you can use the /rb wipe command which requires you to be an admin, or run the same command from server console. this will do the same thing that a map wipe does btw. so lifetime data is safe.
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no problem. if you can't resolve your issues then a fresh server install might help you.
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"Force All Bases To Spawn At Height Level (0 = Water)": -1.3, heya, this should be -1.0 in your easy profile not spawning properly would be the copypaste file or an error that you'd see in the server console. there's no issue with my tier bases that would cause this unless a file became corrupted on the server. try reuploading all of your copypaste files, and look for any errors if this continues to happen. if it's a despawn issue instead of a spawn issue then it's best to use a plugin such as Timed Execute to unload the plugin a few minutes before each server restart. any number of things can go wrong when raidablebases is no longer loaded, other plugins can interfere, the server might have experienced an issue during restart, etc. those are out of my control.
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hi. its probably a json error. it wont load the profile if there's an error in it make sure the easy profile exists make sure Allow PVP is configured the same as your other profiles or that its set correctly. can't say much else without a config and the profile.
