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Version 0.0.36
2 downloads
When a player with permission enters an unclaimed monument, a UI window appears. The player can choose whether the monument should be set to PvE or PvP for the current occupation. The selected mode stays active as long as the claiming player remains inside the monument. Once that player leaves, the monument is reset and becomes available again after the configured cooldown logic. Other players inside the same monument are notified about the currently active mode. Features Dynamic PvE/PvP selection per monument UI selection when entering an unclaimed monument Runtime PvE and PvP mode per monument Automatic reset when the claiming player leaves the monument Cooldown system to prevent immediate re-claiming Traveler option for players who do not want to claim a monument Separate traveler cooldown Configurable monument blacklist Automatic monument detection using Rust monument data Support for duplicate monuments on the same map PvP damage only between players inside the same PvP monument Teleport blocking inside active PvP monuments Bypass permission for admins or special roles English and German language messages Optional MyNotify support Permissions The plugin registers the following permissions: monumentchoice.use Allows players to use the MonumentChoice system. Only players with this permission receive the selection UI when entering an unclaimed monument. monumentchoice.bypass Bypass permission. Players with this permission are ignored by the MonumentChoice system. They do not receive the selection UI and are not restricted by the plugin's PvE/PvP checks. Configuration The configuration file is generated automatically at: oxide/config/MonumentChoice.json Default Configuration { "DecisionCooldownMinutes": 15, "TravelerCooldownMinutes": 5, "UseMyNotify": false, "BlacklistedMonuments": [ "compound", "bandit_town", "fishing_village_a", "fishing_village_b", "fishing_village_c", "large_fishing_village", "small_fishing_village", "stables_a", "stables_b", "ranch", "bandit_camp", "gas_station_1", "supermarket_1", "lighthouse", "mining_quarry_a", "mining_quarry_b", "mining_quarry_c", "substation_a", "substation_b", "substation_c", "swamp_a", "swamp_b", "swamp_c", "ice_lake_1", "ice_lake_2", "ice_lake_3", "ice_lake_4", "power_sub_big_1", "power_sub_big_2", "power_sub_small_1", "power_sub_small_2", "ferryman", "water_well_a", "water_well_b", "water_well_c", "water_well_d", "water_well_e", "cave_small_easy", "cave_small_medium", "cave_small_hard", "cave_medium_easy", "cave_medium_medium", "cave_medium_hard", "cave_large_easy", "cave_large_medium", "cave_large_hard", "cave_large_sewers_hard", "excavator_1", "nuclear_missile_silo", "arctic_research_base_a", "desert_military_base_a", "desert_military_base_b", "desert_military_base_c", "desert_military_base_d" ] } Configuration Options DecisionCooldownMinutes "DecisionCooldownMinutes": 15 Defines how many minutes a player must wait before choosing the same monument again after leaving it. TravelerCooldownMinutes "TravelerCooldownMinutes": 5 Defines how long the selection UI is suppressed for a player after choosing "I'm just a traveler". UseMyNotify "UseMyNotify": false Enables optional message output through the MyNotify plugin. false = use normal chat messages true = use MyNotify, if the plugin is loaded BlacklistedMonuments "BlacklistedMonuments": [] List of monument IDs ignored by the plugin. Blacklisted monuments: do not show the selection UI cannot be claimed as PvE or PvP are not managed by MonumentChoice This is useful for safe zones, small monuments, quarries, fishing villages, caves, or other locations that should not be part of the system. Dependencies Optional MyNotify MyNotify is only required if this configuration option is enabled: "UseMyNotify": true If UseMyNotify is set to false, the plugin works without MyNotify. Public API Other plugins can call the following methods: IsPlayerInPvPZone(BasePlayer player) Returns true if the player is currently inside a monument that is set to PvP. GetPlayerMonumentMode(BasePlayer player) Returns the current mode of the player's monument: Unclaimed PvE PvP How It Works A player enters a registered monument. If the monument is unclaimed, the selection UI appears. The player chooses one of the following options: PvE PvP Traveler If PvE or PvP is selected, the player becomes the owner of the monument state. Players inside the monument are notified. When the owner leaves the monument, the monument is reset. The owner receives a cooldown for that monument. PvP Logic PvP damage is only allowed when all of the following conditions are true: the attacker and victim are inside the same monument that monument is currently set to PvP neither player has the bypass permission Outside an active PvP monument, MonumentChoice does not actively allow PvP damage. Teleport Blocking When a player is inside an active PvP monument, the plugin blocks teleport attempts through the following hook: CanTeleport(BasePlayer player) This prevents players from escaping an active PvP monument by teleporting away. Notes MonumentChoice stores monument states only at runtime. After a server restart or plugin reload, all monuments are unclaimed again. A selected mode remains active only while the claiming player stays inside the monument. Blacklisted monuments are ignored during server initialization. The plugin uses a 1-second position timer to detect monument entry and exit. Known Limitations Monument states are not persistent. There are currently no admin commands to manually reset specific monuments. UI text is currently hardcoded in the plugin. PvP/PvE behavior may depend on how other damage or PvE plugins handle CanEntityTakeDamage.Free -
Hi, yes the first issue is already resolved and will be fixed in the next update. The warning message is harmless and can be ignored. The second issue "Failed to create agent because it is not close enough to the NavMesh" is not related to HeliSignals, it is related to a walking NPC, most probably a scientist. This error is common where there are custom monuments with NavMesh errors or missing NavMesh. Especially is you use BotReSpawn where it can spawn and allow NPC to move where they wouldn't normally.
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wayofthepixel started following Easy Workshop Skins Adder Browser Extension
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Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hm, ok. Might just be a vanilla code limitation. I'll look into it and find out. Thanks. -
Tried and tested but the results were the same. Some other things I tried was to disable "Friendly Fire Safe", "Fire safe", "Animal Safe", and "Weapon Trap Safe" and the behaviour still persisted
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Sorry no honestly could be map so i started a new one. new issue is nothing stays on build it just floats in mid air on the build platform.
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- 131 comments
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- #jtedal
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So that worked but mining outpost is still not working , will not load
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Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hm, maybe it's getting caught by BotReSpawn's Pve_Safe setting. It shouldn't....but maybe it is. Would you mind turning that off to confirm? It's one of the global config options. -
Upon closer CLOSER testing, it seems that not only do the Bradley cannon explosions damage bots but the entire shell itself is completely ignored by the bots. No settings have been changed as far as I know to facilitate this behaviour. The only loaded plugins at the time were: Vanish BotRespawn Kits Welcomer Admin Radar So in other words I've only loaded the bare minimum plugins possible with vanilla settings to confirm this behaviour is abnormal
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kaysharp started following Plugin does not work at all
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Default01 started following Plugin does not work at all
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Plugin does not work at all, also a bunch of errors. The server does not automatically send map votes. it does not auto wipe the server. it does nothing.
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xlr8tednergy started following Internal Hook Error
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imthenewguy started following Internal Hook Error
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drippyk changed their profile photo
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BigBadKittySlayer started following pls update
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I had this happen when I loaded up my 3 furnaces and started them up, right after I logged in: Failed to execute OnFrame callback (Object reference not set to an instance of an object) at float Oxide.Plugins.FurnaceUpgrades.GetFuelNeeded(BaseOven oven, float ETA) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 2006 at OvenInfo Oxide.Plugins.FurnaceUpgrades.GetOvenInfo(BaseOven oven) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1990 at void Oxide.Plugins.FurnaceUpgrades.AutoAddFuel(BasePlayer player, PlayerInventory playerInventory, BaseOven oven) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1683 at object Oxide.Plugins.FurnaceUpgrades.CanMoveItem(Item item, PlayerInventory playerLoot, ItemContainerId targetContainerId, int targetSlot, int amount)+() => { } in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1184 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63 Failed to execute OnFrame callback (Object reference not set to an instance of an object) at float Oxide.Plugins.FurnaceUpgrades.GetFuelNeeded(BaseOven oven, float ETA) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 2006 at OvenInfo Oxide.Plugins.FurnaceUpgrades.GetOvenInfo(BaseOven oven) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1990 at void Oxide.Plugins.FurnaceUpgrades.AutoAddFuel(BasePlayer player, PlayerInventory playerInventory, BaseOven oven) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1683 at object Oxide.Plugins.FurnaceUpgrades.CanMoveItem(Item item, PlayerInventory playerLoot, ItemContainerId targetContainerId, int targetSlot, int amount)+() => { } in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1184 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63 Failed to execute OnFrame callback (Object reference not set to an instance of an object) at float Oxide.Plugins.FurnaceUpgrades.GetFuelNeeded(BaseOven oven, float ETA) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 2006 at OvenInfo Oxide.Plugins.FurnaceUpgrades.GetOvenInfo(BaseOven oven) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1990 at void Oxide.Plugins.FurnaceUpgrades.AutoAddFuel(BasePlayer player, PlayerInventory playerInventory, BaseOven oven) in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1683 at object Oxide.Plugins.FurnaceUpgrades.CanMoveItem(Item item, PlayerInventory playerLoot, ItemContainerId targetContainerId, int targetSlot, int amount)+() => { } in /home/container/carbon/plugins/FurnaceUpgrades.cs:line 1184 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63
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Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Same applies - BotReSpawn doesn't do anything with damage for APC - Only targeting, so you're probably looking at your PVE/PVP plugin, or whatever you have that's controlling damage. -
So upon further testing it appears it's the Bradley's main cannon that is unable to damage BotRespawn bots, the other guns work as intended
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- 302 comments
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- #protection
- #base
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if you meant player lockouts then I do not use the words "cooldown" and "lockout" interchangeably. they are not the same mechanic. cooldown = restricts how often you can perform an action aka buyraid lockout = restricts how often you can enter an area/event if using realpve then the price must be set to 0 in data/RealPVE/RaidableBasesConfig or the player lockouts cannot work as any purchased base will use buyable cooldowns only. this has not changed though. lockouts are working normally
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Hi, the link https://cdn.steamusercontent.com/ugc/13076140247386086702/53957A8F3A9BB5B1C1A4234F51796031DB9D7C05/ isn't working. Can you send it back to me?