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conboy

Fixed 0.1.14 0.1.16

NEXT
NEXT

Posted (edited)

Modify RealPVE to Ignore Convoy Events

Modify RealPVE's OnEntityTakeDamage method to exclude convoy-related entities. Find the method in RealPVE.cs:

 

object OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)

Before blocking damage, add a condition to check if the entity is part of a convoy:

 

if (ConvoyPathVehicle.GetVehicleByNetId(entity.net.ID.Value) != null) return null; // Allow damage for Convoy entities

This ensures that RealPVE does not block damage for convoy-related objects, resolving the conflict.



Please avoid conflict with Convoy MOD.

4c819d6be082b61395dbbd85486e450f.png

Edited by NEXT
IIIaKa

Posted

Hello. OnEntityTakeDamage is an On object hook, meaning its return value doesn’t matter for plugins. It's just a warning that can be ignored, it doesn't affect anything, aside from being annoying with console messages. Oxide simply doesn’t account for this when checking for hook conflicts.
I've already found and suggested a solution to this issue, but it needs approval. You can also support this solution to help get it approved faster.
https://github.com/OxideMod/Oxide.Core/pull/103

NEXT

Posted

oh nice!!
thank you

NEXT

Posted

Calling hook OnPlayerDropActiveItem resulted in a conflict between the following plugins: RealPVE - False (Boolean), RaidableBases (True (Boolean))
Calling hook OnInterferenceUpdate resulted in a conflict between the following plugins: RealPVE - False (Boolean), IQGuardianDrone (True (Boolean))

this is ok?

Aelanna

Posted

I'm having the same thing between RealPVE and BotReSpawn, it's constantly spamming my console

NEXT

Posted

Is it okay to ignore all 「On object hook」 error logs?

IIIaKa

Posted

Changed Status from Pending to Fixed

Changed Fixed In to Next Version

IIIaKa

Posted

If you still have any questions, feel free to ask!

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