DynamicPVP

Create temporary PVP zones around SupplyDrops, LockedCrates, APC and/or Heli

Total Downloads: 1,400 - First Release: Dec 18, 2017 - Last Update: Jul 16, 2018

5/5, 13 likes
  1. Well, could I change the plugin to create a zone using something other than "Exclude" if I make a ruleset in True PVE? Would it be that easy? Like, in the cs file, it creates a zone that follows "Exclude". If we made one called "airdrop" could that not be pointed at as the default?
     
  2. The Developer of TruePVE mentioned something about adding support for Custom Rulesets. Is this necessary? Or is there a way to simply add something to the config of DynamicPVP about "Damage Buildings = False". I know there's an option to make buildings invincible in Zone Manager, so would this be transferable to these custom zones?
     
  3. Pretty much dead on.... "exclude" tells ZoneManager to ignore RuleSets, therefore placing it in generic PVP mode. Yes, you could replace "exclude" with "airdrop". You must then create a custom RuleSet, in ZoneManager, to match the name, and have the settings you wish to use.
     
  4. Wait, Ruleset in Zone Manager? Not in TruePVE?
     
  5. OH. hell.. yes.. TruePVE.. sorry. my mind was a bit nuts when i wrote that
     
  6. Ok, sounds simple enough. Is there an option within the plugin to create custom rulesets? Or do I have to change the plugin itself to make it work? Just trying to clarify in my mind what I need to do.

    Thanks for your time and help. It's greatly appreciated.
     
  7. Okay, so I know you don't support TruePVE or ZoneManager, but I tried doing the following, and now it's not even creating the zone at all...

    1) Changed the DynamicPVP.CS file to say "airdrop" instead of "exclude".

    2) Created the following mappings in TruePVE.JSON
    "Mappings": {
    "default": "default",
    "pvp": "exclude",
    "airdrop": "airdrop"

    3) Created the following rulesets in TruePVE.JSON
    Code:
    "RuleSets": [
        {
          "name": "default",
          "enabled": true,
          "defaultAllowDamage": false,
          "flags": "HumanNPCDamage, LockedBoxesImmortal, LockedDoorsImmortal",
          "rules": [
            "anything can hurt dispensers",
            "anything can hurt players",
            "players cannot hurt players",
            "anything can hurt traps",
            "traps can hurt players",
            "players can hurt barricades",
            "barricades can hurt players",
            "highwalls can hurt players",
            "anything can hurt heli",
            "anything can hurt npcs",
            "fire can hurt players",
            "anything can hurt resources"
          ]
        },
        {
          "name": "airdrop",
          "enabled": true,
          "defaultAllowDamage": false,
          "flags": "HumanNPCDamage, LockedBoxesImmortal, LockedDoorsImmortal",
          "rules": [
            "anything can hurt dispensers",
            "anything can hurt players",
            "anything can hurt traps",
            "traps can hurt players",
            "players can hurt barricades",
            "barricades can hurt players",
            "highwalls can hurt players",
            "anything can hurt heli",
            "anything can hurt npcs",
            "fire can hurt players",
            "anything can hurt resources"
          ]
        }
      ],
    4) reloaded all plugins and they compiled just fine.

    Again, I know you aren't responsible for the other plugins, but I'm wondering if you can see something that I have done or not done that is now preventing the zones from being created?
     
    Last edited by a moderator: Jan 12, 2018
  8. Hi, it's possible to add undestr flag on airdrop ? Because some player put supply on base for raid this.

    Because players would like to share the airdrops some times
     
    Last edited by a moderator: Jan 12, 2018
  9. This is exactly what I want!
     
  10. I think if we add this after line 355 it should work. I can't do a test yet.


    Code:
    DynArgs.Add("undestr");
    DynArgs.Add("true");

    Code:
                List<string> DynArgs = new List<string>();
                DynArgs.Add("name");
                DynArgs.Add("DynamicPVP");
                DynArgs.Add("radius");
                DynArgs.Add(DynZoneRadius.ToString());
                DynArgs.Add("enter_message");
                DynArgs.Add("Tu entres dans une zone PVP !");
                DynArgs.Add("leave_message");
                DynArgs.Add("Tu quittes la zone PVP.");
                DynArgs.Add("undestr");
                DynArgs.Add("true");
                if (BlockTeleport)
                {
                    DynArgs.Add("notp");
                    DynArgs.Add("true");
                }
                string[] DynZoneArgs = DynArgs.ToArray();
    Edit : It's work
    Edit 2: is it possible to add a pvp zone on the helicopter crash zone and on the tank explosion zone?
     
    Last edited by a moderator: Jan 12, 2018
  11. Dude, thanks. I've been wondering where to add that!
     
  12. Possibly in the future. It is on the list, but not yet.
    [DOUBLEPOST=1515803582][/DOUBLEPOST]
    Did the change that @Sorrow posted work for you?
     
  13. I'm going to test it in game, but it seems like it would work - theoretically lol.
    [DOUBLEPOST=1515806315][/DOUBLEPOST]So, I just tested it during the day, and with the two lines added, it seems to have done the trick. I can't believe I didn't think of that sooner!
     
  14. I actually did.. but discarded it when you said custom ruleset. So my mind never went back. Good to go.. will add that option on next version
     
  15. Thank you very much, in the meantime I added this to your plugin:

    Code:
            void OnEntityDeath(BaseCombatEntity entity, HitInfo info)
            {
                if (DynZoneEnabled)
                {
                    if (entity is BaseHelicopter)
                    {
                        var DynHeli = entity as BaseHelicopter;                    if (DynHeli == null || DynHeli.IsDestroyed) return;                    var DynSpawnPosition = DynHeli.transform.position;
                        var DynPosition = DynSpawnPosition;
                        DynPosition.y = 00.0f;
                        if (DynZoneDebug)
                        {
                            Puts("BaseHelicopter crash at " + DynPosition);
                        }
                        CreateDynZone(DynPosition);
                    }                if (entity is BradleyAPC)
                    {
                        var DynBradley = entity as BradleyAPC;                    if (DynBradley == null || DynBradley.IsDestroyed) return;                    var DynSpawnPosition = DynBradley.transform.position;
                        var DynPosition = DynSpawnPosition;
                        DynPosition.y = 00.0f;
                        if (DynZoneDebug)
                        {
                            Puts("BradleyAPC explode at " + DynPosition);
                        }
                        CreateDynZone(DynPosition);
                    }
                }
            }
     
  16. Keep an eye on this.. it may create multiple zones as you "mine/quarry" the tank and or heli. I believe it may interpret each piece as a KILL. Let me know how it works.
     
  17. It does not create another zone every time I mine:). Now all you need to do is create the zone only at the choice of the player who killed the helicopter or tank and the plugin will do exactly what I want. Thank you very much for your work;). And sorry for my bad english ^^.
     
  18. Give me an example of how you see this developing to give the player the option to create it or not
     
  19. The player who killed the helicopter would receive a notification in the chat asking him if he wants to define the PVP crash zone or not. After a few seconds if the person did not respond in time, they would be default PVP. I don't know if I was clear, I hope I was able to enlighten you.
     
  20. Perfectly clear... yet I must ask... Why would a player voluntarily go into PVP mode after expending resources and time to take out the heli or tank? I don't want to spend a lot of time coding for something that may never be used. The original idea for the supply drop was because there were no challenge or resources expended, there was an opportunity to have a bit of challenge to get the reward. In the case of the heli and the tank, the challenge is already there. I don't mind adding the option for PVP for the tank and heli. I'm just trying to determine if the player choice is really needed or not (and would it be used).