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loot crates

Closed 0.1.10 0.1.11

dfgas
dfgas

Posted

our server runs carbon with realpve, we have noticed that no matter what, if my buddy throws down a helisignal, i can not loot them unless we are on the same team. any ideas?

IIIaKa

Posted

Changed Status from Pending to Work in Progress

IIIaKa

Posted

@dfgas
Hi, thank you for reaching out. As far as I understand, you’re saying that you cannot loot other players’ airdrops unless you are in a team? If so, that’s intended to prevent your airdrops from being griefed.

IIIaKa

Posted

If you have any suggestions for changes/improvements, I’m always happy to listen.

dfgas

Posted

no, the crates you get from shooting down helicopters. we usually have multiple people shooting them down at the same time and since we started using realpve, we noticed that only the person or team that threw it down can loot the crates. we would like it to have anyone that did damage to the helicopter to loot crates.  we are using heli signals and we do have that settings on that plugin to where if you are over a certain threshold, that you share with others. 

 

I am sure it is bradleys too, but we have not tried them yet. 

 

if this can either be a setting if it is not already, that would be perfect. 

IIIaKa

Posted

@dfgas
Oh, I see. Try disabling the tracking for vanilla events then.
To disable it, you need to open the config *SERVER*\oxide\data\RealPVE\VanillaEventsConfig.json and set the value of the IsEnabled property (PatrolHelicopter and BradleyAPC) to false.

dfgas

Posted

it already was 

 

{
  "Settings for the PatrolHelicopter events": {
    "IsEnabled": false,
    "Is it worth removing fire from crates?": true,
    "The price to capture the event. 0 means the event is free": 50.0,
    "The number of deaths after which the event becomes public": 5
  },
  "Settings for the BradleyAPC events": {
    "IsEnabled": false,
    "Is it worth removing fire from crates?": true,
    "The price to capture the event. 0 means the event is free": 50.0,
    "The number of deaths after which the event becomes public": 5
  },
  "Version": {
    "Major": 0,
    "Minor": 1,
    "Patch": 0
  }
}


 

 

 

 

also, we found out that if you enable  "Is it worth preventing the pickup of plants spawned by the server in someone else's building privilege zone?": false,   you can not pick up nodes, wood, or plants which is fine. but it is more than plants and Xperience will give you xp for trying to collect the stuff. 

we had an admin and someone go from level 90 to l70 . until i changed that setting to false. 

 

  • Like 1
IIIaKa

Posted

4 hours ago, dfgas said:

also, we found out that if you enable  "Is it worth preventing the pickup of plants spawned by the server in someone else's building privilege zone?": false,   you can not pick up nodes, wood, or plants which is fine. but it is more than plants and Xperience will give you xp for trying to collect the stuff. 

we had an admin and someone go from level 90 to l70 . until i changed that setting to false. 

 


Are you using this plugin? Most likely, it (XPerience) doesn't check if the resource was actually harvested. The author of that plugin needs to add a check for whether the object was destroyed.

void OnCollectiblePickup(CollectibleEntity collectible, BasePlayer player)
{
    NextTick(() =>
    {
        if (collectible.IsDestroyed)
            //give reward
    });
}

 

IIIaKa

Posted

4 hours ago, dfgas said:

it already was 

 

{
  "Settings for the PatrolHelicopter events": {
    "IsEnabled": false,
    "Is it worth removing fire from crates?": true,
    "The price to capture the event. 0 means the event is free": 50.0,
    "The number of deaths after which the event becomes public": 5
  },
  "Settings for the BradleyAPC events": {
    "IsEnabled": false,
    "Is it worth removing fire from crates?": true,
    "The price to capture the event. 0 means the event is free": 50.0,
    "The number of deaths after which the event becomes public": 5
  },
  "Version": {
    "Major": 0,
    "Minor": 1,
    "Patch": 0
  }
}

 

 

Then I need to check everything again.

dfgas

Posted

6 hours ago, IIIaKa said:


Are you using this plugin? Most likely, it (XPerience) doesn't check if the resource was actually harvested. The author of that plugin needs to add a check for whether the object was destroyed.

void OnCollectiblePickup(CollectibleEntity collectible, BasePlayer player)
{
    NextTick(() =>
    {
        if (collectible.IsDestroyed)
            //give reward
    });
}

 

Yeah, we do use this program, I will mention this to them. once they get it in i can then turn it back on. thank you. 

  • Like 1
IIIaKa

Posted

On 9/27/2024 at 10:18 AM, IIIaKa said:

Then I need to check everything again.

Hi, I checked everything on my end. I can loot crates without any issues if tracking is disabled for helicopters/Bradleys.

IIIaKa

Posted

Changed Status from Work in Progress to Closed

Changed Fixed In to 0.1.11

IIIaKa

Posted

If the issue persists, feel free to report it in this thread.

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