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?

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
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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?
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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.
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Wait, Ruleset in Zone Manager? Not in TruePVE?
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OH. hell.. yes.. TruePVE.. sorry. my mind was a bit nuts when i wrote that
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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. -
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" ] } ],
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 -
Hi, it's possible to add undestr flag on airdrop ? Because some player put supply on base for raid this.
Last edited by a moderator: Jan 12, 2018 -
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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 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 -
Dude, thanks. I've been wondering where to add that!
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[DOUBLEPOST=1515803582][/DOUBLEPOST] -
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! -
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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); } } }
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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 ^^.
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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.
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