I did it like this:
1. /zone_add
2. /zone_edit <id of the zone>
3. /zone pvpgod false
am i doing it right?
TruePVE
Better PVE/PVP implementation
Total Downloads: 4,637 - First Release: Mar 25, 2016 - Last Update: Mar 7, 2018
- 5/5, 26 likes
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No, all that's doing is setting ZoneManager flags - it doesn't affect TruePVE. Please take a look at this post regarding setting up PVP zones: TruePVE | Page 18 | Oxide There have also been a few discussions regarding zones since that post, so I recommend going over the past few pages of this thread.
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after the last update sleeping players take damage
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Hi, somehow i can't get the scheduler to work at the moment.. since for the timebeing it keeps being PvE instead of PvP, do i have to put in each day which mode is active?
EDIT : Now the Schedules work apparently the 24hr doesn't detect 00:00.. so yea.. but the damage handler doesn't work :| how do i make another ruleset actually??Last edited by a moderator: Mar 4, 2017 -
When you asked me to delete everything in "data" I did that... but ended up causing an error so it failed to initialize. so what I did was delete everything and started over including the old config.
I let the new .cs version create config which it did. I edited it with the new zone inserted. I didn't notice at first if the mappings were right or not, so I reloaded the .cs and looked at the config and saw the mappings were missing after testing on animal, node. by the second time I redid it, I had saved a copy of the config that I wanted to keep (The new one with my zones in) then I would reload again. and the mappings for global were gone again.
By this time I was frustrated and had tried this a few times. I even stopped using filezilla and went to my hosts ftp and tried, to no avail...no luck. so...
I went in manually without copying the whole file in I opened up the file in the hosts ftp and edited the file that was there. saved and then reloaded. It seemed to work and has been working since. If I reload it again, it may disappear. I don't know for sure.Attached Files:
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To elaborate - on startup, TruePVE uses the value of "defaultKey" to point to a mapping, which in turn points to a ruleset to use. The mapping is there so that if you're using zones, you could set up a ruleset and point multiple zones to the same ruleset. However, there MUST be a mapping entry from the value of defaultKey to the "mappings", and then to a ruleset. If there's not a mapping, TruePVE will not load any rules or enforce any damage restrictions. -
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Keep in mind, the config is really quite "dumb", so any unexpected formatting or out-of-place brackets, quotes, etc, can cause problems.
[DOUBLEPOST=1488659432][/DOUBLEPOST]Testing various config "failure" scenarios showed some odd side-effects in the config - I'm recombobulating some parts and hopefully that will resolve some of these issues (like "global" losing mappings). Updated version to come... -
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Thanks, Ill let you know how it plays out. -
Looks like the update fuxed it.
Thanks man for the update. -
ok so i run a pve server, i am using this mod, and server.pve false, how do i make a zone that is pvp?
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"useZones": true << ----- set this to TRUE
"mappings": {
"1932484": "1932484", <<------- this is my zone.
"default": "default" << ---- do not touch this.
},
You also need to input some code into the ZoneManager.cs
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Building Wrapper code <<< if you want to wrap a arena in a zone. (Insert all the info beflow between where it says Insert before and after ....)
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insert after case "radius":
editvalue = zone.Radius = Convert.ToSingle(args[i + 1]);
break;
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case "rotation": (this code replaces the exisiting code fyi)
// handle rotation parameter for BuildingWrapper
float rotation = Convert.ToSingle(args[i + 1]);
if(rotation != null)
zone.Rotation = Quaternion.AngleAxis(rotation, Vector3.up).eulerAngles;
else
{ // default rotation handling
zone.Rotation = player?.GetNetworkRotation() ?? Vector3.zero;/* + Quaternion.AngleAxis(90, Vector3.up).eulerAngles*/
zone.Rotation.x = 0;
}
editvalue = zone.Rotation;
break;
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insert before case "location":
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True PVE 0.5.1 Integration
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Insert after: ZoneFieldList (Insert all the info beflow between where it says Insert before and after ....)
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// added for TruePVE
private List<string> GetEntityZones(BaseCombatEntity entity)
{
if(entity == null) return null;
HashSet<Zone> zones = null;
if(entity is BasePlayer)
playerZones.TryGetValue(entity as BasePlayer, out zones);
if(zones == null)
if(!otherZones.TryGetValue(entity as BaseEntity, out zones))
buildingZones.TryGetValue(entity as BaseCombatEntity, out zones);
List<string> zoneIds = new List<string>();
if(zones != null)
foreach(Zone zone in zones)
zoneIds.Add(zone.Info.Id);
if(zoneIds == null || zoneIds.Count == 0) return null;
return zoneIds;
}
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insert before: GetPlayersInZone
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then Reload Zone Manager and TruePVE and you should be able to have a working zone. -
i cant understand a word of that
[DOUBLEPOST=1488676295][/DOUBLEPOST]can you show what that looks like after you enter that, im so confused -
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alright ill try this and see how it works, sorry if i sound like a noob, i dont do much with coding or anything like this
[DOUBLEPOST=1488691375][/DOUBLEPOST]could use that, whats your steam username? -
@ignignokt84 I have some spamming errors (I think its due people removing entities.)
(15:54:43) | Failed to call hook 'OnEntityTakeDamage' on plugin 'TruePVE v0.6.7' (KeyNotFoundException: The given key was not present in the dictionary.) -