TeamBattlefield

Two teams, adjustable friendly-fire, kits, individual team items, spectator mode

Total Downloads: 1,922 - First Release: Sep 4, 2015 - Last Update: Apr 19, 2018

5/5, 7 likes
  1. How do I turn on friendly fire?
     
  2. I guess you would have to turn up the friendly fire damage value.

    default is 0.0

    to what value full damage is.. I dont know.
     
  3. Does anyone know what full damage friendly fire value setting would be?
     
  4. Sorry for the late reply.

    The variable is a multiplier, so it takes values from 0 to 1.

    It can, however, takes more than that (if you set to 100, for example, a teammate can kill another with 1 hit of a rock).
     
  5. Just put this on my savasisland server. Works great. Looking forward to score boards maybe even a rank system... thanks
     
  6. Could you add a function for developers to determine if players are on a team and if so which one? Thanks.
     
  7. You mean a cross-plugin function? I can try.
     
  8. BodyweightEnergy updated TeamBattlefield with a new update entry:

    1.1.5

     
  9. AirdropController (disables friendly fire functions)
    there are no friendly fire modification nor damage modification in the airdropcontroller.
     
  10. EDIT: Nevermind, I was wrong. AirdropControl has nothing to do with this.

    That's the problem. I have no idea why or how, but on the server that implements this plugin, whenever an airdrop came by (while AirdropControl was enabled) my plugin would stop calling its OnEntityTakeDamage().

    Server owner removed AirControl and no problems were seen after that.

    I will do some investigation on my dev server to try to figure this out.
     
    Last edited by a moderator: Sep 27, 2015
  11. BodyweightEnergy updated TeamBattlefield with a new update entry:

    1.1.6

     
  12. Code:
    [9/30/2015 2:26:25 PM] twin[36682/76561198219810648] wanted to respawn but isn't dead or spectating
    [9/30/2015 2:40:37 PM] twin[36682/76561198219810648] wanted to respawn but isn't dead or spectating
    [9/30/2015 2:47:04 PM] twin[36682/76561198219810648] wanted to respawn but isn't dead or spectating
    [9/30/2015 2:47:04 PM] twin[36682/76561198219810648] wanted to respawn but isn't dead or spectating
    [9/30/2015 2:52:14 PM] IGUana[37055/76561198134065845] wanted to respawn but isn't dead or spectating
    [9/30/2015 2:56:55 PM] IGUana[37055/76561198134065845] wanted to respawn but isn't dead or spectating
    [9/30/2015 3:02:21 PM] IGUana[37055/76561198134065845] wanted to respawn but isn't dead or spectating
     
    Last edited by a moderator: Sep 30, 2015
  13. Wulf

    Wulf Community Admin

    I don't think that's related to this plugin.
     
  14. BodyweightEnergy updated TeamBattlefield with a new update entry:

    1.1.7

     
  15. BodyweightEnergy updated TeamBattlefield with a new update entry:

    1.1.8

     
  16. Update just broke.

    Code:
    (19:50:07) | [Oxide] 7:50 PM [Error] Error while compiling TeamBattlefield.cs(350,47): error CS0103: The name `playerTeams' does not exist in the current context
     
  17. BodyweightEnergy updated TeamBattlefield with a new update entry:

    1.1.9


    [DOUBLEPOST=1444091871][/DOUBLEPOST]
    Sorry, fixed the typos. That's what happens when I try to synchronize Git across three machines...
     
  18. Tis all good, I just went lazy mode and removed the whole function to get it up and running
    [DOUBLEPOST=1444252020,1444091970][/DOUBLEPOST]I also have a bit of a suggestion. Could you make it an option to have the player on rejoin just get teleported to the new teams spawn point and is team switched instead of killing the player and respawning?

    Setting up my server to work like some of the other battlefield servers so it's a combo of still being able to build a base and such. With the system like is now if they log off or get disconnected anything they had on them will be gone.