DamageControl

Allows you to tune damage entities take

Total Downloads: 1,069 - First Release: Nov 23, 2017 - Last Update: Jun 26, 2018

5/5, 7 likes
  1. So are you not going to be adding permissions to this? would be nice to see.
     
  2. I can see adding permissions to allow setting values per player as something that could be exploited to generate an unfair advantage for certain players, and unbalancing game play so I am going to have to pass on adding permission to allow setting values per player. That would be especially worrisome in a PVP environment.

    Unless someone can provide a use case where it makes sense and does not unbalance game play, I will not be adding permissions to set this per player.

    DamageControl does have a single permission: damagecontrol.admin to allow non-admins to set values for all players so it is fair and consistent. That could still be exploited by toggling damage amounts in game using the command line, but that constitutes admin abuse. Please check the FAQ on how to use the command line interface. All settings can be modified this way.
     
  3. How would i set it so high external stone walls and gates take 4 c4 instead of 2 is that possible with this plugin?
     
  4. I don't specifically have High externals so it would double it for all deployables.
    Colon blow has one that entirely block damage per item:
    Damage Mod : Deployables for Rust | Oxide

    So would you be ok with all deployables taking twice as much to destroy?
     
  5. does not break the garage door
     
  6. What settings are you using?
     
  7. "Building": {
    "ProtectDeployed": "false",
    "ProtectDoor": "false",
    "ProtectFloor": "true",
    "ProtectFoundation": "true",
    "ProtectOther": "false",
    "ProtectRoof": "true",
    "ProtectStairs": "false",
    "ProtectToolCupboard": "false",
    "ProtectWall": "true"

    the plugin takes the garage door to the wall, if you include the damage to the walls, and the garage door will break down, sorry for the English
     
  8. I tested this and door were damageable. make sure you have the BuildingBlock_Multipliers set correctly. Are you running some other mods that might alter the behaviour? Is it public can I come see?

    Code:
      "Building": {
        "ProtectDeployed": "false",
        "ProtectDoor": "false",
        "ProtectFloor": "true",
        "ProtectFoundation": "true",
        "ProtectOther": "false",
        "ProtectRoof": "true",
        "ProtectStairs": "false",
        "ProtectToolCupboard": "true",
        "ProtectWall": "true"
      },
      "BuildingBlock_Multipliers": {
        "arrow": 1.0,
        "bite": 1.0,
        "bleeding": 1.0,
        "blunt": 1.0,
        "bullet": 1.0,
        "cold": 1.0,
        "coldexposure": 1.0,
        "decay": 1.0,
        "drowned": 1.0,
        "electricshock": 1.0,
        "explosion": 1.0,
        "fall": 1.0,
        "generic": 1.0,
        "heat": 1.0,
        "hunger": 1.0,
        "poison": 1.0,
        "radiation": 1.0,
        "radiationexposure": 1.0,
        "slash": 1.0,
        "stab": 1.0,
        "suicide": 1.0,
        "thirst": 1.0
      },
     
  9. Break all doors, except garage doors
    "Building": {
    "ProtectDeployed": "false",
    "ProtectDoor": "false",
    "ProtectFloor": "true",
    "ProtectFoundation": "true",
    "ProtectOther": "false",
    "ProtectRoof": "true",
    "ProtectStairs": "false",
    "ProtectToolCupboard": "false",
    "ProtectWall": "true"
    },
    "BuildingBlock_Multipliers": {
    "arrow": 1.0,
    "bite": 1.0,
    "bleeding": 1.0,
    "blunt": 1.0,
    "bullet": 1.0,
    "cold": 1.0,
    "coldexposure": 1.0,
    "decay": 1.0,
    "drowned": 1.0,
    "electricshock": 1.0,
    "explosion": 1.0,
    "fall": 1.0,
    "generic": 1.0,
    "heat": 1.0,
    "hunger": 1.0,
    "poison": 1.0,
    "radiation": 1.0,
    "radiationexposure": 1.0,
    "slash": 1.0,
    "stab": 1.0,
    "suicide": 1.0,
    "thirst": 1.0
    },
    [DOUBLEPOST=1516184999][/DOUBLEPOST]
    Break all doors, except garage doors, but if you put damage on the walls 'true' then the garage door will break down
    "Building": {
    "ProtectDeployed": "false",
    "ProtectDoor": "false",
    "ProtectFloor": "true",
    "ProtectFoundation": "true",
    "ProtectOther": "false",
    "ProtectRoof": "true",
    "ProtectStairs": "false",
    "ProtectToolCupboard": "false",
    "ProtectWall": "true"
    },
    "BuildingBlock_Multipliers": {
    "arrow": 1.0,
    "bite": 1.0,
    "bleeding": 1.0,
    "blunt": 1.0,
    "bullet": 1.0,
    "cold": 1.0,
    "coldexposure": 1.0,
    "decay": 1.0,
    "drowned": 1.0,
    "electricshock": 1.0,
    "explosion": 1.0,
    "fall": 1.0,
    "generic": 1.0,
    "heat": 1.0,
    "hunger": 1.0,
    "poison": 1.0,
    "radiation": 1.0,
    "radiationexposure": 1.0,
    "slash": 1.0,
    "stab": 1.0,
    "suicide": 1.0,
    "thirst": 1.0
    },
     
  10. hmm ok I will test Garage door.
    [DOUBLEPOST=1516189906][/DOUBLEPOST]ahh its shortname is wall.frame.garagedoor. Working on a fix now.
     
  11. mspeedie updated Damage Control with a new update entry:

    2.2.0

     
  12. Thank))
     
  13. It seems that whenever I do /dc or any of the other commands. It refuses to give me syntax information, and I cannot find what to use for the command.
    Would you kindly add some help? As I am a bit confused.
     
  14. Are you sure it loaded? I would recommend trying a reload: o.reload DamageControl
    Are you trying the command as an admin? If not you will need to grant it: oxide.grant user your_user_name damagecontrol.admin

    It does have checking for command line syntax and does give feedback for malformed commands. There are some detailed instructions in the FAQ section. I will add a /dc help command in the next release to list out the basic commands.
     
  15. It is fully loaded, I have the OwnerID.
    Yet, whenever I do /dc it gives me a syntax. It's really no biggy, just wanted to make sure it wasn't a bug or anything. I can do everything through the .cfg file.
    Thanks for the quick response though!
     
  16. mspeedie updated Damage Control with a new update entry:

    2.2.1

     
  17. Can this plugin be adjusted so there is a toggle on/off feature? Like where players can take 50% damage reduction during day then 100% at night?
     
  18. I never thought about a time of day feature. That would complicate it a bit as you would need to manage more than one set of settings. Let me mull that over. Would a blanket modifier work, say 8:00 0.5 17:00 1.0 ? You could have more than one entry that way too so 8:00 0.5 12:00 2.0 13:00 0.5 17:00 1 (that would have a high noon of double damage).
     
  19. What I need is 7:00 0.5 22:00 1.0 but i'm not set on it yet. I am doing a theme based on the movie the purge, and am trying to make it where players are discouraged to fight during the day.
     
  20. When the house is invincible, the automatic turret is invincible !
    What should I do?