Players losing raid when they down the Attack HelicopterBug
Hi here,

My players losing 1 raid when they down the Attack Helicopter, someone have the same problem?
I think it's because it's included in the object layer, which also searches for helicopters.

Merged post

I checked. The object layer of the helicopter was Movement. So what you said can't happen
I have some new informations, I haven't test this, but my players say the count is not when they hits the heli but when the helicopter's rockets hit their building
Even if the helicopter attacks the house, the helicopter is not a player and is not included in the search.
What you say is commercially impossible. I want you to run a test.
I know because I've been running a server for a long time, and what users say is often wrong because they don't consider how the system works.
5cfe77accf5fb.jpeg noname
Even if the helicopter attacks the house, the helicopter is not a player and is not included in the search.
What you say is commercially impossible. I want you to run a test.
I know because I've been running a server for a long time, and what users say is often wrong because they don't consider how the system works.

Humm ok, but in RaidLimitPlayerData, we have their steamid in RaidTargets 

    "76561198263232XXX": {
      "Id": "76561198263232XXX",
      "Name": "Oskar Schindler",
      "RaidCountItems": [
        {
          "RaidTargets": [
            76561198436040168,
            76561198263232XXX
          ],
          "TCInstanceIDs": []
        }
      ],
      "Playtime": "00:00:00",
      "CanRaidPlaytimeTracker": true,
      "CanRaid": false
    }

It's normal?
It's the limit of this plug-in.
Because even if a person contributed to a building, it is not known that he was a member of the building.
So even if you put your own building on a daisy, the town is consumed.

However, this is a problem that exists in Operation type 0. In Operationtype 0, ambiguity occurs because the owner information of the building is used to distinguish the building.

Operation type 1 checks the list of people who are registered on the toolcupboard of a building, and it is certain that people who are registered on the toolcupboard are residents of the house.

Therefore, for more solid detection, you can use activation type 1, but operation type 1 performs more computational tasks internally, which makes the server more likely to slow down. Therefore, it is recommended to use fast operation type 0 even if there are some loopholes.
Thanks!
Same happened to me, @noname
5e1571ad031b4.png Chokitu
Same happened to me, @noname
Look at the above comments.
So no way to work around this? It's also happening to my players
5e397b273f61c.jpg deicide77
So no way to work around this? It's also happening to my players
This thread has been discussed on several topics. What are you talking about?
Sorry my bad! I switched to Operation type 1. Let's see how it goes performance wise. Thanks Noname

Merged post

Hmmm actually  Operation type 1 lags the server so bad it mass disconnects users or even fullycrashes. Consoles gets intensly spammed with:

Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 123ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 125ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 112ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 123ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 122ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 124ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 137ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 125ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 119ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 123ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took average 9883ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 115ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 117ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 127ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 124ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 123ms
Calling 'OnEntityTakeDamage' on 'RaidLimit v2.1.1' took 122ms​

I'm on the most powerfull VDS you can get at Pingperfect.com... it can handle a punch but this is too much apparently.

My config is this:

{
  "1.RaidLimitOperationType": {
    "1.1.OperationType": 0,
    "1.2.ObjectOwnerIdentification": {
      "1.2.1.ObjectSearchDepth": -1,
      "1.2.2.ObjectSearchRange": 5
    },
    "1.3.ToolCupboardIdentification": {
      "1.3.1.ObjectSearchDepth": -1,
      "1.3.2.ObjectSearchRange": 5,
      "1.3.3.CheckToolCupboardInstanceID": true,
      "1.3.4.CheckAuthorizedPeoples": true
    }
  },
  "2.RaidLimitSettings": {
    "2.1.OneTimeMaximumRaidableHomeCount": 2,
    "2.2.NoobCantRaidSecond": 10800,
    "2.3.InitializeCounterOnMidnightTime": true,
    "2.4.MidnightTimeDetectionTimerInterval": 10,
    "2.5.CounterChargeDelay": 0,
    "2.6.CounterChargeDelayType": 0,
    "2.7.CounterChargeType": 0
  },
  "3.UISettings": {
    "3.1.UIEnable": true,
    "3.2.UIUpdateInterval": 3,
    "3.3.UIPosition": {
      "3.3.1.AnchorMin": "0.28 0.025",
      "3.3.2.AnchorMax": "0.3392 0.06"
    }
  },
  "4.TeamSyncSettings": {
    "4.1.TeamCounterSync": true,
    "4.2.PreventTempDisband": true,
    "4.3.OldTeamSaveInterval": 600
  }
}

I've switched back to Operation type 0, will test if HeliControl still removes raid counts. 

Merged post

Edit: cant edit post.... pasted states OperationType 0 when it was 1 when the crashes occured. Sorry.