PvX Selector

Allows PvE/PvP Gameplay on one server.

Total Downloads: 688 - First Release: Apr 21, 2016 - Last Update: Mar 10, 2017

5/5, 14 likes
  1. I still tell people shooting PvE that they are shooting PvE, but if u are PvE I don't since the indicator tells u that u are pve
    I'm not sure what would be doing this, I may have an idea as my tests are limited, I will look into it. But please if you could get people to do tests and if you find ways to exploit it then let me know. ##Edit##: I have had a look, I though it might be doors opening when they shouldn't, Just checked the code and sorry that not the issue.
    My mod currently cant deal with people people though as a fyi. so if people are dead and have no locks or crates in the open they are lootable no matter what, I may look at a way to store this info.

    In regards to building auth and building, I am not doing that this week as it will be hard. Reason is that if 2 people build together as PvE then one changes to PvP I currently would not know an efficient way to handle the build perm of the shared house, plus how to remove ownership, this may be something I make Admins do.

    Also please note that at this time people who own the doors can us the doors so if they build doors in a friends house then change mode they would still have access, hence I am looking into something like radiation when PvP enter PvE build zone.
     
    Last edited by a moderator: Aug 14, 2016
  2. Hello Alphawar, I have a server called Rusty Haven. Currently testing it out on my test server to try and go live next month with it. I updated today, and deleted config/data/lang files. The first time i forgot the lang files, but I redid it eventually. One thing I notice is that I have NPCs that defend themselves, and are invulnerable false. I cannot kill them, and they cannot kill me (PVE) and my tester (PVP). Just letting you know about that issue, and If their could be a workaround. Might have to talk to Human NPC dev. Thanks for this plugin! Such a good idea!
     
  3. I will have to look at adding NPC compatibility, as the mod will most likely be nullifying damage as they count as a player but do not have a "mode"(pve/pvp).
     
  4. Thanks for checking this out, and working on this feature Alphawar! Greatly appreciated.
     
  5. Alphawar updated PvX Selector with a new update entry:

    0.8.7

     
  6. Problem with PvX since update than yesterday.

    Clans PvP/PvE can't open doors and boxes because blocked, cany ou add support with clans for just authorize clanmates for doors, boxes... ?

    And player have xp when they change PvX
    Thanks
     
    Last edited by a moderator: Aug 15, 2016
  7. I will look into compatibility with clans, but would recommended against it as PvE building are invincible.
    Also do you have any other mod that alters XP. Because if you have another mod you will have a conflict error. This will cause XP to be added.
    I am looking at adding adjustable XP into the mod. If you are using craft controller make a request on his page to add the option to disable XP.
     
  8. and how can it reconcile this plugin with Event manager, to shut off at the event PVE?
     
  9. If you would like me to add Event manager support it would be best to ask for that, at this time there is no support/compatibility.
    I could possible look at adding that in Tomorrow or the day after.
    For the time being Players will have to be in PvP mode.
     
  10. when opening airdrop
    Code:
    [Oxide] 04:02 [Error] Failed to call hook 'OnLootEntity' on plugin 'PvXselector v0.8.7' (NullReferenceException: Object reference not set to an instance of an object)
    [Oxide] 04:02 [Debug]   at Oxide.Plugins.PvXselector.SameOnlyCheck (.BasePlayer _player1, .BasePlayer _player2) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.PvXselector.OnLootEntity (.BasePlayer _looter, .BaseEntity _target) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.PvXselector.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
     
  11. Thanks for bringing that to my attention. I see the issue here.
    PvXselector.SameOnlyCheck: is trying to find the owner to check if they are the same mode, But Supply drops dont have owners :p.
    I will try to get a fix for that out tonight.
     
  12. Alphawar updated PvX Selector with a new update entry:

    0.8.8

     
  13. ok AlphaWar,

    Ready for this? I hope so.

    While testing the newest version 0.8.8 I noticed PVE players could kill eachother, Now I didn't test this fully before I switched back to .8.7 and did some more testing.

    This testing is done with different types of ammo/ weapons/ tools for PVE Players:

    Incindiary: does no direct damage, but fire created from Incideniary damages players and other structures.
    Explosive: does no direct damage, but fire created from explosion damages players and other structures.
    Rocket Launcher: Neither the explosion or fire from this type of weapon does damage
    Grenade: does no damage at all.
    Beancan Grenade: does no damage at all.
    Satchel charges: does no damage at all.
    Timed Explosives: do not damage buildings

    Quarries can be damaged by any type of weapon or tools

    Can all this be blocked from damaging PVE side? Players and buildings?

    If I have any more findings. I'm sure Ill let you know.
     
  14. As fire does not contain any player information I am unable to block just PvE created fire, This is because hitInfo contains the player info of the player who shot it, while fire is just spawned. I could possible add a setting to block fire damage server wide, or possibly further down the track look at fire damage checking the entity its doing damage to, but this would not be in the near future.

    Are you running events manager on your current server, if so there is a slight bug at this time, when a player joins a event the mod returns back a TRUE value when I ask if they are in an event, This means that even if the event has not started my mod still thinks they are in an event.
    I know K1llY0U is currently working on a new version of the mod with implemented hooks but for the time being this was just a "dirty fix", as stated in the update if you want to disable that you just need to alter the two lines as stated in the patch notes
     
  15. Maybe a example for fire you could say when a player shoots a incen/incen rocket/rocket etc it creates a dictionary of where it landed at and within say 5 seconds if a PvE player is hurt within a (x) meter radius of that rocket then you cancel his damage attempting to remove fire damage, HOWEVER, i'm not sure if this is even possible.
     
  16. I can indeed do a lost of reference points based on explosions and then cancel damage, issue would be with things such as rockets in the sky creating fire that falls down, But this could also be used to scan for there IDs and store that.
    The issue with this is that process would be fairly intensive as I try to keep usage to a min, I know this due to experience with my Antibandit mod that does something similar.

    But thanks for the recommendation and will keep it in though, also @DylanSMR welcome back to the thread :p
     
  17. Thanks haha - I can try to think up something @Alphawar
     
  18. Hi all.
    So I have done further testing and have confirmed my mod works fine, In regards to the below message:
    .
    This is currently only possible when the pve player has joined an event.
    I tested this with a friend making sure to test both In an arena, Out of an arena, registered for an arena, not registered for an arena and PvP and PvE.

    here is what I have found as stated before A PvE player can only damage other players if they are in an arena or when they are registered for an arena.
    This is due to how the Event Manager operates, and until it is patched this is the only bug currently in regards to player damage.

    As stated you can disable the compatibility.
    Cheers.
     
  19. how do i accept a ticket

    /pvx admin accept 1

    is not working
     
  20. Make sure it exists by doing: /pvx admin list