TruePVE

Better PVE/PVP implementation

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

5/5, 26 likes
  1. Not really, igni.Players can normally access player-placed boxes and quarries, if they are out of cupboard protection.Once you put them back into cupboard radius, they can no longer access them.When it comes down to furnaces/large furnaces/refineries/mailboxes, no access regardless of the cupboard presence.

    I am not running any other plugin that could interfere with this.
     
  2. Can you provide more details, or restate this specifying player's owned vs non-owned? Do you mean players can access non-owned boxes/quarries outside of cupboard protection? Same with furnaces/refineries/mailboxes - do you mean access non-owned? Also, can you distinguish between "unowned" (no player owns the entity) and "owned by a different player"? You can do this using a plugin like EntityOwner for Rust | Oxide if you don't already have one...
     
  3. Player-placed boxes and quarries normally refer to boxes and quarries placed by another player.If placing automatically means owning without cupboard radius covering, then that applies too.

    All items I mentioned were placed by me.There is no cupboard covering these items.
     
  4. Right now, it still works with the Zone plugin, which is what I'm currently doing.

    But if I (or anyone else) builds a building with no Cupboard, only the person who built it can destroy it. Even if it has no cupboard. If you build a cupboard and authorize on it, you can damage the building. So the behavior is essentially the same as before the update.

    All the plugins I'm using (all are up-to-date as of this morning, I just checked);

    RemoveAAA
    TruePvE
    ZoneManager
    BuildingWrapper
    BuildingGrades

    And that's it! TruePvE is the 'main event' here, and BuildingWrapper, BuildingGrades, ZoneManager and RemoveAAA all help in producing raid bases and other community buildings.

    Any thoughts on where to look? Like I said, it still does work WITH ZoneManager, so it's not a huge deal.
     
  5. That's the correct and intended behavior. Even if there's no cupboard, the building is still owned by the player who built it. When I refer to "no owner", it literally means that there is no owner at all, even if a player built it. "Non-owned" includes entities spawned in by radtowns/monuments. You can use a plugin like EntityOwner for Rust | Oxide to remove ownership from a building or deployables.

    I'll probably be adding another flag for this - something like CupboardOwnership that will basically require a cupboard for ownership. Coupled with AuthorizedDamage, it would have the effect of allowing anything outside cupboard range to be damageable. Would this yield the behavior you expect?
     
  6. Igni, you need to change that.For your most recent update with the looting prevention, it makes no sense.Clans are in big problems because only person who placed, e.g. refinery, has access to it and nobody else.It is frustrating.

    Just make it so that all authorized players have access to storage containers within their cupboard radius.
     
  7. ignignokt84 updated TruePVE with a new update entry:

    0.7.18

     
  8. That is already the functionality... The only time ownership really comes into play is outside of cupboard range.
     
  9. Hey @ignignokt84,

    Would it be possible to set up a rule/ flag to allow players to access vending machines, mailboxes, and drop boxes without having to place them outside of the authorization area ?

    Noone can "loot" them if they are within cupboard range.
     
  10. I'm working with this plugin and zone manager. Every time I add exclusions, and save the .json.. it doesnt save. goes back to unaltered state on server restart.
     
  11. ignignokt84 updated TruePVE with a new update entry:

    0.7.19


    [DOUBLEPOST=1497354115][/DOUBLEPOST]
    This likely means your json is not valid - meaning you have extra or missing commas, brackets, quotes, etc. You can check if it's valid by using any number of online json validators.
     

  12. @ignignokt84 I forgot to mention, Metal Shop Fronts. Can you add that to the exclude list please, when you get a minute. No rush. Thank you


    Edit: I Actually tested a bunch of things, things that I didn't even think of testing 'til now. I did find a couple issues, Water Purifiers can be looted. The Target can be picked up without a hammer out (maybe a rust thing?, or did they do that intentionally ?) and can light jack o lantens without being auth'ed. (again might be a rust thing?)

    Everything else seems to work as intended, I did have some say that even with authing on someone elses tc's they still couldn't loot the other persons "Storage Container" but I haven't been able to reproduce this myself via non-admin account.

    Also, I tried adding in the Metal Shop Front into the cs myself. :) Failed. LOL
     
    Last edited by a moderator: Jun 14, 2017
  13. How do I allow members to destroy their own placeables besides using a plugin?
     
  14. use "AuthorizedDamage" flag in your ruleset. (the bolded flag in the ruleset below is where it needs to be.)

    below is an example "ruleset" from the faq page:

    {
    "name": "default", // name of the RuleSet, must match Mappings entry
    "enabled": true, // true means RuleSet is enabled
    "defaultAllowDamage": false, // default "damage" handling - if true, all damage is allowed; if false, all damage is blocked (rules override this)
    "flags": "AuthorizedDamage, HumanNPCDamage, LockedBoxesImmortal, LockedDoorsImmortal", // set of flags for advanced behaviors
    "rules": [
    "anything can hurt dispensers", // rule to allow anything to damage resource dispensers ("dispensers" is an Entity Group defined below)
    "anything can hurt players", // rule to allow players to take damage
    "players cannot hurt players", // rule to prevent players from hurting other players (overrides previous rule)
    "anything can hurt heli" // rule to allow heli to take damage
    ]
    }
    ],

    after you put it in the ruleset, save the file through your ftp, then Reload the plugin. :)
     
  15. @Krazy J
    I'll add shop fronts today probably after the patch (in case there are fixes needed). I'll test out water purifiers too - I've never used a water purifier, so I tend to forget they exist ;) Picking up items isn't anything that TruePVE handles, so that's Rust behavior probably... Same with turning lights on/off - it's not something TruePVE handles.

    Regarding people not being able to access others' storage when authenticated - in order to have access you must be authorized on ALL cupboards which overlap it. So if two cupboards overlap a box and you're authed on one, you cannot loot the box. Could this be what they're encountering?
     
  16. I tried to add in the shopfronts because it looked simple. didn't work. must be some other code attached to that somewhere I didn't/ couldn't notice. :) ha

    Yes, that is what they could be encountering, and we tell them every time to make sure you are authorized on all tc's.
     
  17. [06/15/2017 22:53:54] at System.Collections.Generic.Dictionary`2[Oxide.Plugins.TruePVE+Option,System.Boolean].get_Item (Option key) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.TruePVE.OnLootEntity (.BasePlayer player, .BaseEntity target) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.TruePVE.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 hook, System.Object[] args) [0x00000] in <filename unknown>:0

    Any idea whats causing this after todays update?
     
  18. Nope - you didn't paste the entire error message though.