ignignokt84 updated TruePVE with a new update entry:
0.4.9
[DOUBLEPOST=1481299662][/DOUBLEPOST]This can be done now. With v.0.4.9+, you can create a rule like below, and it will prevent players from being able to harvest corpses of other players. Please note, that this rule relies on having the "dispenser" rule set up too (see 0.4.9 release notes).
Code:"playercorpse": { // player corpse entry "name": "playercorpse", "description": "Player corpse", "prefabs": [], "types": [ "PlayerCorpse" ], "links": {}, "enabled": true }, "player": { "name": "player", "description": "Players", "prefabs": [], "types": [ "BasePlayer" ], "links": { "barricades": true, "player": false, "playercorpse": false // player cannot damage playercorpse }, "enabled": true }
TruePVE
Better PVE/PVP implementation
Total Downloads: 4,632 - First Release: Mar 25, 2016 - Last Update: Mar 7, 2018
- 5/5, 26 likes
-
cant skin animals after adding dispenser rule
-
-
-
I changed a few things to false, otherwise didn't change the script. My players were unable to skin animals, pickup stones or wood. I had to uninstall the update and revert back to an old version and it fixed the problem. Not sure why it is doing that with the update.
-
With the 0.4.9 update, I changed how ResourceDispensers (animal corpses, ore nodes, trees, and heli debris) were handled, requiring a new mapping entry to be defined and linked to global:
Code:"dispenser": { // new dispenser entry "name": "dispenser", "description": "Entities with ResourceDispenser", "prefabs": [], "types": [ "TreeEntity", "BaseResource", "BaseCorpse", "HelicopterDebris" ], "links": {}, "enabled": true }, "global": { "name": "global", "description": "Global damage handling", "prefabs": [], "types": [], "links": { "dispenser": true, // new dispenser entry added to global to allow damage "global": false, "heli": true, "player": true, "traps": true }, "enabled": true }
Last edited by a moderator: Dec 10, 2016 -
@ignignokt84
Good evening, technically morning Ignignokt84,
After reading the update where you said you had added turrets to the trap list, it would appear that they are still able to damage buildings during PVE. Zuddles and I run Rust-A-Holics PVE-Day / PVP-Night using your plugin, and unfortunately one of my players is enjoying the perks of the auto turret's ability.
Is there any way we can fix this, or perhaps I am overlooking something? I will attach the configuration file for our server below so you can take a look at what we've got, granted you get a moment!
Thanks so much,
Shark-A-Holic & Zuddles
Co-Owner & Owner of Rust-A-Holics ServersAttached Files:
-
-
It seems your rule for traps is incorrect - you have "auto.turret" added to the prefab list, but that's not the turret prefab. You can see in one of my responses (here) how I implemented the turret into the traps, and it's with the AutoTurret added to the type list.
By the way, turrets shouldn't be able to damage buildings based on your configuration.Last edited by a moderator: Dec 14, 2016 -
@ignignokt84 Having some issues again... It keeps saying Error while compiling when I run the plugin and for some reason my config file for this plugin is disappearing when I upload it. Any ideas or can you help me rewrite the config file like so?:
{
"config": {
"allowSuicide": true,
"authDamage": false,
"corpseLooting": true,
"handleDamage": false,
"handleLooting": false,
"heliDamage": true,
"heliDamageLocked": false,
"heliDamagePlayer": true,
"humanNPCDamage": true,
"immortalLocks": true,
"sleeperAdminDamage": false,
"sleeperLooting": true
},
"data": {
"global": {
"name": "global",
"description": "Global damage handling",
"prefabs": [],
"types": [],
"links": {
"global": false,
"dispenser": true,
"player": true,
"traps": true,
"heli": true
},
"enabled": true
},
"dispenser": {
"name": "dispenser",
"description": "Entities with ResourceDispenser",
"prefabs": [],
"types": [
"TreeEntity",
"BaseResource",
"BaseCorpse",
"HelicopterDebris"
],
"links": {},
"enabled": true
},
"player": {
"name": "player",
"description": "Players",
"prefabs": [],
"types": [
"BasePlayer"
],
"links": {
"player": false,
"barricades": true
},
"enabled": true
},
"traps": {
"name": "traps",
"description": "Traps, landmines, and spikes",
"prefabs": [
"spikes.floor"
],
"types": [
"AutoTurret",
"BearTrap",
"Landmine"
],
"links": {
"player": false
},
"enabled": true
},
"barricades": {
"name": "barricades",
"description": "Barricades",
"prefabs": [],
"types": [
"Barricade"
],
"links": {
"player": true
},
"enabled": true
},
"highwalls": {
"name": "highwalls",
"description": "High external walls",
"prefabs": [
"wall.external.high.stone",
"wall.external.high.wood"
],
"types": [],
"links": {
"player": true
},
"enabled": true
},
"heli": {
"name": "heli",
"description": "Heli",
"prefabs": [],
"types": [
"BaseHelicopter"
],
"links": {},
"enabled": true
}
}
}
Thanks,
Shark-A-Holic -
-
Thanks! -
i have a little (or not) problem.
i use the plugin SleeperGuard to protect sleepers against animals, but i think truePVE makes it too. i just not understand what i must do to protect sleepers with TruePVE against animals. against looting and pvp it works fine. PLEASE can anyone give me a tip to config?
thank you
to all marry x-mas -
After the last Rust update, TruePVE does not protect my players or buildings anymore. Found this out the hard way, when a group of players came online and killed some sleepers and broke down a few walls (twig bases). Worked flawlessy before this.
-
TruePVE 0.4.9 fix @ line779 : fix for isDestroyed to IsDestroyed rename in TruePVE.cs
private bool isHumanNPC(BasePlayer player)
{
return player.userID < 76560000000000000L && player.userID > 0L && !player.IsDestroyed ;
} -
-
players can still loot sleepers
-
Tested on my server. Fixed until it can be UPDATED..
No player damage to players
No damage to buildings
No lootable sleepers.
Make sure your configs are set to false for each setting if you don't want damage or looting.
[DOUBLEPOST=1482454756][/DOUBLEPOST]
It may be configurable for protection from animals, which I've never used.
"corpseLooting": false, <<< protects against death looting
"sleeperLooting": false <<< protects against sleeper lootingLast edited by a moderator: Dec 23, 2016 -
-
Last edited by a moderator: Dec 23, 2016
-
Am sure it was working after update, but players seem to be able to hurt one another and buildings again. Tried reloading, not sure if has anything to do with running Zone Manager?