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. I think you need to set this:
    "defaultAllowDamage": false,

    Set NPC to this to support HumanNPC, BotSpawn and RadtownAnimals:
    "name": "npcs",
    "members": "NPCMurderer, murderer, NPCPlayerApex, NPCScientist, scientist, BradleyAPC",
    "exclusions": ""
     
  2. The question is not on topic. You don't know how anything can be built on RT?
     
  3. I do not know what you mean by RT.

    This definitely needs to be set to true, otherwise if there is no rule in your rule set TruePVE will block damage.
    "defaultAllowDamage": true,
    You might want to ask in their support forums to find an expert in TruePVE to confirm what I am telling you.
     
  4. with the damage I did, and I got what I wanted, thank you.
     
  5. Can I do to rot not only straw, but only straw broke down?
    "Building_Grade_Multipliers": {
    "Metal": 0.0,
    "Stone": 0.0,
    "TopTier": 0.0,
    "Twigs": 1.0,
    "Wood": 0.0
    },
     
  6. That will affect more than just decay as any damage will be zero against the other tiers (bullets, rockets, etc.).
    If you want to fine tune just decay this plugin is a better choice: NoDecay
     
  7. Is it possible to use this plugin to increase the damage of just high stone walls and gates? We are enabling ladder raiding and want to make high stone walls useful again. Thanks.
     
  8. This does not affect the damage High Walls do, it control how much damage they take. So you can up the amount of damage players take, from bleeding, and possibly Generic, Slash and Stab (not certain which ones walls use) to make walls more deadly. But understand that is sources of those damage, not just walls. People bleed from more than just walls so it could prove very deadly.

    I have focused with this plugin on damage coming in, regardless of source. Adding logic to be per source type would make the json thousands of line, and it is already hundreds. So I am going to have to pass on this request. It would end up being too overwhelming for server operators to configure as it would become a matrix of source and destination.

    There are some plugins out there specifically for High External walls, maybe you can talk one of them into making them have a damage multiplier. I do hope one of them can help you out. I saw one that stacks High Externals, that would be really unpleasant to go over.
     
  9. Thanks mspeedie. I understand. Just as a thought however, you could write the plugin like TruePVE where all is needed is to define a set of rules. That way you don't need to define all the types and combinations but rather just parse the config file generated. Then compare the hit info to rules and multiply the damage output if needed.

    For example: /dc add wall.external.high.stone hurts BasePlayer 2.0

    But I understand this would be a total rewrite and lose the 'type' feature of your plugin. I'll probably hack together something like this if I can't find anything. Thanks again.
     
  10. Adding a multiplier to TruePVE seems a brilliant idea. I have a little back log of dev work but that actually seems an elegant solution and probably not too hard to do since TruePVE is well written.
     
  11. Hi !
    Really nice plugin to avoid griefing !
    Do you thing it could be possible to add an option to protect bed, and sleeping bags against any damage ?
     
  12. Those fall under deployables, give those a try. Or are you asking for bed and bags only?
     
  13. I'm talking about bed and bags only :/
     
  14. Really nice ! Thank you !
     
  15. I'm trying to find a plugin that will modify the amount of damage you can do to high externals to like 5X... everyone is building like below now, and it's driving entity count through the roof. Any ideas?
    upload_2018-5-24_19-59-37.png
     
  16. Elaborate, I don’t see high externals in the picture.
    Also, wouldn’t increasing the damage on them make the players not want to use them?
    I could be understanding wrong, if so, my apologies.
     
  17. OK as of the Oct 5th 2017 update, when they changed building and tool cupboards, players now use 1 cupboard and build like this to have the range extend, using HQM walls, which take 8 C4 instead of 3 for high externals. But it's killing my entities, we can reach upwards of 300,000 entities because of this. I would like to buff high externals to the same as 2 HQM walls, as in the pic above, so instead of using just 3 C4 to bust through a stone high external wall, they will need to spend 16, thus reducing my entity problem, and having players go back to building compounds with high externals again. I mean this has gotten INSANE:
    upload_2018-5-24_22-20-24.png
     
  18. Have you considered a building limit?
    Also, I’ll see what I can do.
    I’d suggest talking with the developer of this plugin to see if it’s possible.
    I’d think setting the damage multiplier into a 0.XX would decrease damage done.
     
  19. Building limit doesn't help, it only hinders those who are smart with their builds.