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This plugin does not have its own functionality. This plugin is only used as an API for other plugins

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Kobani

Posted (edited)

Double post Sorry

 

Edited by Kobani
Kobani

Posted

I would like to buy this to use for Armored Train and convoy. I currently use TruePvE, will this cause a problem when TruePvE and PveMODE run together on the server? 

 

Jbird

Posted

6 hours ago, Kobani said:

I would like to buy this to use for Armored Train and convoy. I currently use TruePvE, will this cause a problem when TruePvE and PveMODE run together on the server?

No many of the people that use PveMode also use TruePVE. There is no problem using both plugins.

  • Like 1
MaLai

Posted

It would be really cool for PVE Server when you KpucTaJI and Adem add a extra start command for the Events where a Event gets instant claimed with PVEMode to a player. Like "airstart KpucTaJI/steamid".

Jbird

Posted

2 hours ago, MaLai said:

It would be really cool for PVE Server when you KpucTaJI and Adem add a extra start command for the Events where a Event gets instant claimed with PVEMode to a player. Like "airstart KpucTaJI/steamid".

There is actually something already like this I think that you might find interesting.

JTedal is learning to develop plugins and has a MonumentOwner plugin that allows people to claim a monument. They could claim a monument before the event starts and have that area already claimed when the event starts.

MaLai

Posted (edited)

38 minutes ago, Jbird said:

There is actually something already like this I think that you might find interesting.

JTedal is learning to develop plugins and has a MonumentOwner plugin that allows people to claim a monument. They could claim a monument before the event starts and have that area already claimed when the event starts.

I don't see any support for plugins only for monuments. Also another plugin? We already have everything. PVEMode that claims and makes the rules and the plugins thats working with it. We just need a function that sends a info to PVEMode that it claims the Event for the player. No need for another plugin.

Edited by MaLai
Jbird

Posted

6 minutes ago, MaLai said:

I don't see any support for plugins only for monuments. Also another plugin? We already have everything. PVEMode that claims and makes the rules and the plugins thats working with it. We just need a function that sends a info to PVEMode that it claims the Event for the player. No need for another plugin.

Most of the events take place on monuments. It was only a suggestion using things that already exist.

When you say no need for another plugin just add another function, I don't think you realize that every single event has to be updated when new 'functions' are added. So the further we go the less ideal it is to cram things that people want into a plugin that's already being used across several other plugins. So PveMode gets an update and every event that uses it (including Adem's events and plugins) would need an update to incorporate this one new thing. I'm not saying it won't happen but it's more likely for something that gets requested by multiple customers.

My recommendation in regards to the current plugin, just lower the amount needed to lock the event to a very small requirement. If you don't want to get a new plugin that's fine I understand. But it's an immediate suggestion for what you're asking.

Placing this in a place he and I have for notes suggestions questions and such and he would have the final say and might comment further.

snapple

Posted

Can a command be added for a player to remove themselves of ownership of an event?
As well as an admin command to remove ownership of an event?

For example, a player starts taking convoy or train dies n gets frustrated so they decide they dont want to do it... Now players have to wait for ownership to open despite the owner giving up. 

Shortening time of ownership isn't really an option as if they die on the other side of the map they need time to travel back. 

Just something like /clearowner and it will clear the nearest event or event your inside the radius of. 

Jbird

Posted

20 hours ago, snapple said:

Can a command be added for a player to remove themselves of ownership of an event?
As well as an admin command to remove ownership of an event?

For example, a player starts taking convoy or train dies n gets frustrated so they decide they dont want to do it... Now players have to wait for ownership to open despite the owner giving up. 

Shortening time of ownership isn't really an option as if they die on the other side of the map they need time to travel back. 

Just something like /clearowner and it will clear the nearest event or event your inside the radius of. 

Generally there can be a balance between giving them enough time to get back, and having a short enough timer that if they do not come back, that the time to wait is not so bad for other players that might be waiting. My only question about this specific suggestion is, would people be likely to leave an event and not use the command, still requiring the timer to run out anyway? The admin command makes a little more sense potentially but then you'd still be manually doing something that I would suggest finding a timer balance for allowing people to return to the event versus players waiting for a chance to become owner. Generally speaking as a suggestion at least short term if nothing else, I would have a relatively short timer and communicate to your community that you should put a bag down near events for this reason. Just a thought though.

I will add this into our notes for suggestions and ideas for updates regardless. Thank you for sharing!

snapple

Posted

11 minutes ago, Jbird said:

Generally there can be a balance between giving them enough time to get back, and having a short enough timer that if they do not come back, that the time to wait is not so bad for other players that might be waiting. My only question about this specific suggestion is, would people be likely to leave an event and not use the command, still requiring the timer to run out anyway? The admin command makes a little more sense potentially but then you'd still be manually doing something that I would suggest finding a timer balance for allowing people to return to the event versus players waiting for a chance to become owner. Generally speaking as a suggestion at least short term if nothing else, I would have a relatively short timer and communicate to your community that you should put a bag down near events for this reason. Just a thought though.

I will add this into our notes for suggestions and ideas for updates regardless. Thank you for sharing!

I disagree with the thinking that the timer balance is the solution. (it's already short but not the point) As well as having to advise people to do things a specific way because me as a server owner can't clear ownership of an event. The fact that the server owner can't clear player ownership of an event seems like a large oversight and well within the scope of this paid extension. 

 

I don't care about players using the requested command, even though I know some would. It bothers me that I don't have any control over it whatsoever short of unloading the entire extension. 

  • Like 2
SlayersRust

Posted

Possible to Block Stealing of Bradley Gibs for harvesting by non-event owners within the Convoy Plugin?

Jbird

Posted

On 11/21/2023 at 1:07 AM, SlayersRust said:

Possible to Block Stealing of Bradley Gibs for harvesting by non-event owners within the Convoy Plugin?

This was added to our notes for future updates thank you for sharing the suggestion!

Kobani

Posted

I don't know if it's right here, but it affects several plugins that use this plugin. For the plugins HarborEvent, ArmoredTrain and Sputnik. Players who are not owners of the event are attacked by turrets, although the PvEMode is active. this has only been happening for a few days. I would be grateful if you could help me with this.

Jbird

Posted

On 12/10/2023 at 5:25 PM, Kobani said:

I don't know if it's right here, but it affects several plugins that use this plugin. For the plugins HarborEvent, ArmoredTrain and Sputnik. Players who are not owners of the event are attacked by turrets, although the PvEMode is active. this has only been happening for a few days. I would be grateful if you could help me with this.

Can you submit tickets in at least one of those plugins, create a new support request here on Codefling for one of those plugins or come to the Mad Mapper Discord to create a ticket. Let us know if you've upgraded to the most recent versions as well as some fixes have been coming out just recently that may address what you're talking about.

Dead Nasty

Posted (edited)

Just wondering why it's so expensive when this plugin does nothing on its own? Plugin cost more than actual events etc. why? Loot defender locks NPCs brads etc and is free. 

If it also doesn't work with loot defender which I use for helis brads etc and this plugin only does certain events. 

Edited by Dead Nasty
Jbird

Posted

39 minutes ago, Dead Nasty said:

Just wondering why it's so expensive when this plugin does nothing on its own? Plugin cost more than actual events etc. why? Loot defender locks NPCs brads etc and is free. 

This plugin was built on the requests of customers in the Mad Mapper community, and was built off of those discussions and suggestions. It was added to an existing and growing library mostly that of KpucTaJl and Adem, and add functionality to all of the plugins built into events for anyone who wants to use the API and hopefully will maintain the products as the plugins update over time.

If you really think it's too pricey than don't get it but there is your answer if you were actually wanting one.

Dead Nasty

Posted (edited)

I was actually genuinely curious. Thanks. 

Edited by Dead Nasty
Komorebi

Posted

Failed to call hook 'OnEntityTakeDamage' on plugin 'PveMode v1.2.2' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.PveMode.OnEventEntityTakeDamage (BaseCombatEntity entity, HitInfo info, System.Boolean addDamage, System.Boolean sendMessage) [0x0017e] in <70ce8e43c46e40318b8172366e042cd1>:0

at Oxide.Plugins.PveMode.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00083] in <70ce8e43c46e40318b8172366e042cd1>:0

at Oxide.Plugins.PveMode.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00cf5] in <70ce8e43c46e40318b8172366e042cd1>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

This error message frequently appears.

Jbird

Posted

59 minutes ago, Komorebi said:

This error message frequently appears.

Try to find out where it is happening, what entity is taking damage, details like that so that we can look into it.

Komorebi

Posted

On 10/13/2024 at 11:43 AM, Jbird said:

试着找出它在哪里发生

I often see that players only encounter the error mentioned above when participating in this gas station incident.

Jbird

Posted

4 hours ago, Komorebi said:

I often see that players only encounter the error mentioned above when participating in this gas station incident.

When you have a little time would you be able to test or get someone to test the event while you are watching console, and see if you are able to tell what is being damaged when the error is occurring? Any additional details like that so that when the developer gets home soon we have as much information as possible to go on.

abcderanzi

Posted

Hi @KpucTaJl,

Question about this plugin and Convoy plugin.

If convoy spawned and Player A attacked it, he will become owner. But if Player A gave up and didn't finish the Convoy, and Convoy started moving again. What will happen if Player B attack the moving Convoy? Does Convoy count Player B as the new owner or will Convoy throw warning that the event already has an owner?

 

PS: Player A and Player B are not in the same team/clan.

Jbird

Posted

14 hours ago, abcderanzi said:

If convoy spawned and Player A attacked it, he will become owner. But if Player A gave up and didn't finish the Convoy, and Convoy started moving again. What will happen if Player B attack the moving Convoy? Does Convoy count Player B as the new owner or will Convoy throw warning that the event already has an owner?

PS: Player A and Player B are not in the same team/clan.

This is partially depending on your configuration. Because Player A can only be outside of the Event for as long as you have it configured, before they lose the status.

Player B will become the owner if Player A leaves for as long as you have it configured. Player A and B if on the same team would never get the warning message, but again this also depends on which options you have configured to be blocked, and which you do not.

The control is in your hands!

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