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NODERaid: bases, protection and raid events

How NODERaid sorts squads by size, records bases and vehicles, explains protection to players, and tracks enemy interactions.

On this page

NODERaid gives the server uniform rules for squad size, base registration and raid situations. The administrator can see to which group the base belongs, what class the squad has, how many vehicles and flags it registers and whether there is an enemy interaction. The player can receive an understandable status message when approaching a protected or attackable base.

The module is not just a notification. It is a rule layer above squads and bases. NODERAntiraid, on the other hand, deals with warnings about specific lockpick and damage incidents.

Where to find it

Basic concepts

  • Group: individual player or squad for which raid rules are evaluated.
  • SMALL, MEDIUM or LARGE class: size category according to the number of members. It affects against whom and under what conditions the group can raid.
  • Base: the area around the flag observed by the server. The dimension in the admin is a protective/viewing space, not a visual wall in the game.
  • Loss of protection: a time-limited condition that arises according to the raid policy. The reason and validity must be visible in history.
  • Engagement: current enemy activity in the context of the base. After inactivity, it closes according to the set limit.
  • Relocation: a controlled process of moving a base with its own time window so that the rules cannot be circumvented by immediate relocation.

How to set a policy

  1. Determine class boundaries. Each number of members must fall into a unique category and the maximum squad size must comply with the server's rules.
  2. Set how long the group has to wait for class reduction, player bond change and inactivity evaluation. A longer period prevents the purposeful departure of members just before the raid.
  3. Set base dimensions and flags and vehicle limits. Too much space can indicate normal movement outside the real base.
  4. Set engagement idle time and relocation window.
  5. Turn on automatic information when approaching only after the test of distance, departure reserve and message cooldown.
  6. Edit player messages. Explain the status and remaining time; do not reveal exact coordinates or internal identifiers.
  7. First watch Overview, Bases and Audit. Only when classes and ownership match reality, use rules to resolve disputes.

Automatic information at the base

If the function is on, the player will receive a status message when approaching a base. The input distance determines when the information is displayed; exit buffer prevents edge flickering and cooldown protects chat from replaying. The message can be repeated when the status changes even if you turn off normal repetition.

The function needs a fresh location of the player and the world. If the data is older than the allowed limit, it is better not to send anything but to inform the player that position data is out of date.

Example from the Main server

Status of the database as of 1 September 2026. The example describes the saved configuration; for a rule that is waiting for rollout or game verification, the current status in the admin and changelog of deployment takes precedence.

AreaMain value
ClassesSMALL up to 3 members, MEDIUM up to 6, LARGE up to 10.
Stabilization7-day downgrade, 7-day player binding, 7-day inactivity.
BaseHalf-extent of 50 m from the center; maximum 15 vehicles and 1 flag.
Relocation and engagementRelocation window 72 hours; engagement is closed after 30 minutes of inactivity.
Proximity messageTriggered from 100 m, exit reserve 25m, cooldown 120 seconds, replay disabled, status changes are reported.
FreshnessPosition no more than 90 seconds old, message status valid for 30 seconds.
Current summary49 SMALL, 7 MEDIUM and 2 LARGE groups; 29 active bases; at the time of the audit, 0 active protection losses and 0 engagements.

How to verify correct operation

  • Compare squad members and their class. Downward change may not be reflected immediately due to the grace period.
  • On the map and in the detail of the base, check the flag, dimensions and the last fresh update.
  • On test zoom, verify one incoming message, silence when moving on the edge and a new message only after leaving or changing status.
  • Every loss of protection, relocation and administrative change must have a reason and an audit trail.
  • The stored value in the DB is not in itself a proof of the deployed game behavior. For the new policy, check the rollout and real test on the correct server.

Frequent problems

  • Squad has wrong class: check membership, stabilization period and last update.
  • The base is missing: verify flag, world data freshness and server in the upper selector.
  • The player did not receive a message: the location could be old, the message was on cooldown, or the module did not have a game channel available.
  • The message goes repeatedly: check the limit, exit reserve, cooldown and whether the base status is really changing.

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