@ignignokt84 New update works great. The add-on plugin for looting pretty much does that same thing as Loot handling did, but offers a bit more protection globably as far as looting (this includes mining quarries), NRE's are fixed.just wanted to let you know there is no issues. But if some arise, I will let you know.
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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@Krazy J - Thanks for letting me know; I appreciate the feedback!
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Just curious, why did you remove the Loothandling?
thanks in advance -
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When we edit the json config file, it resets when we turn on the server?
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Is there a way to prevent the heli from damaging bases?
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How would I make player bases/etc invulnerable to the heli?
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Tell me how to make one clan can kill another clan and can not kill ordinary players?
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Hello, how I can prevent that the player get damage from fire :O
the point is if a player use flamethrower or incendiary ammo there are a fire aura and player can die from over heat, how to prevent, somebody an idea.
thx -
Failed to call hook 'OnEntityTakeDamage' on plugin 'TruePVE v0.8.0' (KeyNotFoundException: The given key was not present in the dictionary.)
at System.Collections.Generic.Dictionary`2[Oxide.Plugins.TruePVE+Option,System.Boolean].get_Item (Option key) [0x00000] in :0 at Oxide.Plugins.TruePVE.OnEntityTakeDamage (.BaseCombatEntity entity, .HitInfo hitinfo) [0x00000] in :0 at Oxide.Plugins.TruePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in :0
Mi ez? -
This may be a silly question and I couldn't find an answer searching the forum, but is it possible to use this plugin to allow PVP and damage only within the tool cupboard radius for any player?
The thought is to reduce KOS while still allowing PVP during raids and personal attacks on property (within cupboard access).
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I will add this configuration snippet to the FAQ as well (as mughi suggested).
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you @ignignokt84 when you get time and I mean it doesn't have to be right away. Just like the heli has a NoDamage Flag, do ya think we can get a NoDamage flag for the APC? and possibility of maybe the scientists too ? Not sure if they would hurt entities though. But Maybe.
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Edit: To elaborate a bit - the flags in TruePVE are meant ONLY to handle complex behavior that cannot be handled via rules. I specifically built the rules system to replace the old flag-based system in order to avoid having a bazillion flags (like ZoneManager) each with their own behavior and resulting support overhead.Last edited by a moderator: Sep 30, 2017 -
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Flags, on the other hand, require that each individual flag behavior be maintained, and new features must be explicitly defined either by modifying existing flags or adding new flags. Again using ZoneManager as an example, it's up to over 40 flags now - people keep requesting more and more "custom" features that require specific behavior to be coded in, and also there's the addition of new content to Rust that must be accounted for. -
like I said, either way is good for me.