TruePVE

Better PVE/PVP implementation

Total Downloads: 4,637 - First Release: Mar 25, 2016 - Last Update: Mar 7, 2018

5/5, 26 likes
  1. @Krazy J - Does the error happen during both pvp and pve times? I have your json so I will try to test locally and see if I can reproduce the error.
    There's not a way to do this with TruePVE based on your info. Fireball is a type of entity, which is why damage from it can be blocked. You could theoretically use something like Global Damage Modifier for Rust | Oxide to scale damage to zero, but when you scale or disable a specific damage type then it has a global effect, not just on damage from a specific source, not to mention rockets usually also have other damage types besides explosion (like blunt or stab). Also, I've not been able to find any plugin called Rocket Turrets, and so I can't look into the code and see if preventing damage could be done - where is that plugin from?
    [DOUBLEPOST=1495454729][/DOUBLEPOST]
    Your server should be set to server.pve false (ie, pvp ON) to use TruePVE. Sorry, this used to be in the plugin description, but I must have accidentally deleted it when I was revising the text. (It's back now)
     
  2. I don't know why, but its not letting me respond to your message, @ignignokt84

    but it sends that message at random times. more in pvp when people are attacking baes, but happens in pve also. which I don't know what the of that is.

    Rocket turrets is a paid plugin. by redBDGR

    EDIT:

    this is what I want to block: (06:30:15) | player unknown] was killed by Explosion

    I understand that rocket might have more than 1 damagetypes. and so far, I think "Fireball" is blocked by the entity group I've created. Which is also where I placed "Explosion", "Blunt" and "Stab" with no luck still kills.
    Below is what redBGDR gave me, but I don't see "Fireball" on that list, is there another one ? :)

    Code:
        public enum DamageType
         {
             Generic,
             Hunger,
             Thirst,
             Cold,
             Drowned,
             Heat,
             Bleeding,
             Poison,
             Suicide,
             Bullet,
             Slash,
             Blunt,
             Fall,
             Radiation,
             Bite,
             Stab,
             Explosion,
             RadiationExposure,
             ColdExposure,
             Decay,
             ElectricShock,
             Arrow,
             LAST
         }
     
    Last edited by a moderator: May 22, 2017
  3. I've not been able to replicate the issue. I've tried during pvp and pve both, various weapons, ammo, deployables, structures, owned and unowned, and I've not seen the error at all. However, I did add a check in the code where that error could potentially be coming from, so maybe we'll luck out and that'll solve the issue (I'll be uploading an update shortly).

    Regarding Rocket Turrets - you should check with redBDGR and see if there's a way to do what you want using his plugin - perhaps you could use scheduled commands to set the rocket turret range to o (zero) during pvp times, or something like that?
     
  4. ignignokt84 updated TruePVE with a new update entry:

    0.7.15

     
  5. I can use "TurretsIgnorePlayers" flag. That does work. and It just wont target anyone anymore. The rocket turret (since its a turret I guess) ignores the player like a normal turret would.
    Just to bad theres not a way to block damage to buildingblock or to player via "entity groups" which is what I was intending on doing
     
  6. Normally you could do this - AutoTurret (the default Rust one) is already in the traps entity group. But since the turret you're trying to block is a "custom" one, it's not so straightforward. Using the TurretsIgnorePlayers flag is a good solution though - I hadn't even thought of that...
     
  7. I usually allow players to defend against "raiders" with turrets behind their walls but I can't do that if "Rocket turrets" does damage to "buildingblock"
    since its custom.
     
  8. Well you could always set turrets to only damage players, and nothing else... In your ruleset for PVP you can add these rules:
    Code:
    "traps cannot damage anything", // disable all trap/turret damage
    "traps can damage players" // enable traps/turrets to damage players
    [DOUBLEPOST=1495464428][/DOUBLEPOST]You could also explode the traps entity group to separate groups for traps and turrets, and create those custom rules for turrets only:
    Code:
        {
          "name": "traps",
          "members": "BearTrap, GunTrap, Landmine, ReactiveTarget, spikes.floor",
          "exclusions": ""
        },
        {
          "name": "turrets",
          "members": "AutoTurret, FlameTurret",
          "exclusions": ""
        },
     
  9. Ok, so I changed my rules accordingly

    Either way I set it, these rocket turrets still do damage.

    Code:
            "turrets cannot hurt anything", (tried with the word "damage" also)
            "turrets can hurt players", (tried with the word "damage" also)    {
          "name": "turrets",
          "members": "guntrap, AutoTurret, flameturret",
          "exclusions": ""
        }
    Although, I'm not allowed to share the actual "rocket turrets" plugin with anyone. What kind of information do you need from the dev to find a way to make them work together?

    let me know
    Thanks,
     
  10. You cannot change the capitalization of "members". The entry "flameturret" will have no effect, but "FlameTurret" will; same goes for "GunTrap". Everything is case-sensitive.

    I'd need to see the code to get a comprehensive understanding of how the turrets work. If the rules I provided don't have an effect, then your best option is to continue using the TurretsIgnorePlayers flag.
     
  11. well, the capitalization for auto turrets is correct. That is the only thing Im really worried about at this point. Because his plugin uses turrets to shoot the rockets.
     
  12. If you don't mind and get time, can ya shoot redBGDR a message on oxide about his plugin "Rocket Turrets" to see what you guys can hash out to get them working together seamlessly ?
     
  13. Hey folks!

    I'm having an issue here. I've got the config file essentially set at default, and I've tried changing various settings including disabling the rule sets altogether and turning damage to 'false' and 'true'. But whenever I have the plugin enabled, buildings cannot be damaged. Even with a cupboard, or as admin, etc. It doesn't seem to matter what I do to the config file, if the plugin is on, then nothing can be damaged at all.

    Any tips?
     
  14. @ignignokt84

    TurretsIgnorePlayers causes conflict with Vanish plugin when vanish is enabled. (admins)

    Code:
    (10:55:59) | Calling hook CanBeTargeted resulted in a conflict between the following plugins: Vanish - False (Boolean), TruePVE (False (Boolean))
    (10:55:59) | Calling hook CanBeTargeted resulted in a conflict between the following plugins: Vanish - False (Boolean), TruePVE (False (Boolean))
    (10:56:00) | Calling hook CanBeTargeted resulted in a conflict between the following plugins: Vanish - False (Boolean), TruePVE (False (Boolean))
    (10:56:00) | Calling hook CanBeTargeted resulted in a conflict between the following plugins: Vanish - False (Boolean), TruePVE (False (Boolean))
    (10:56:01) | Calling hook CanBeTargeted resulted in a conflict between the following plugins: Vanish - False (Boolean), TruePVE (False (Boolean))
    (10:56:02) | Calling hook CanBeTargeted resulted in a conflict between the following plugins: Vanish - False (Boolean), TruePVE (False (Boolean))
    (10:56:03) | Calling hook CanBeTargeted resulted in a conflict between the following plugins: Vanish - False (Boolean), TruePVE (False (Boolean))
     
  15. A solution depends on what behavior you're looking for - do you want all buildings to be damaged by anyone, or just players damaging what they own or have cupboard authorization over? If you are looking for the latter, then you can add the flag AuthorizedDamage to the ruleset.

    Changing the defaultAllowDamage from false to true for the default ruleset will likely have odd results, as the default ruleset is meant to block all damage and then only allow damage to a few entities. Setting up "buildings" to be damageable is not so straightforward, because you have to define what constitutes a "building" (shutters? doors? window bars? support posts? etc...) before you could define a rule saying that you want to allow damage.
    [DOUBLEPOST=1495798396][/DOUBLEPOST]
    That shouldn't be a problem.
     
  16. Hey igni,

    what flag should I set to disallow heli making damage to any structures? Should it be 'helicopter cannot damage buildings' or what?
     
  17. You can use the flag NoHeliDamage.
     
  18. Does that flag cover damage done to players?
     
  19. No, there's a separate flag that blocks player damage from heli: NoHeliDamagePlayer.
     

  20. not sure why it did that, I haven't seen it have issues for a long time. doesn't seem like it does it now with turrets ignoring players/admins.