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“Damaged Health Percentage on an entity to trigger a raid (0 = disabled)”

Not a Bug 1.1.9

Monwinckel
Monwinckel

Posted

Hello Khan,

 

The configuration option
“Damaged Health Percentage on an entity to trigger a raid (0 = disabled)”
does not function as a usable threshold on my server.

My goal is to prevent false-positive raid blocks (small incidental damage) by setting a low threshold (e.g., 1%). However:

• If I set the value to 0, raid block triggers on any structure damage (too aggressive for our gameplay).
• If I set the value to 1 (or other small values), raid block often does NOT trigger even when structures are heavily damaged or fully destroyed, which makes the core functionality unreliable.

Reproduction steps (consistent on my server):
1) Install NoEscape v1.1.9
2) Enable Raid Block
3) Set:
   "Damaged Health Percentage on an entity to trigger a raid (0 = disabled)": 1
4) Damage a building entity (e.g., door/wall) with raid tools/explosives until it is destroyed.
Expected: raid block should trigger once the threshold is reached.
Actual: raid block does not trigger reliably / sometimes never triggers (even on full destruction).
5) Set the same option back to 0:
   Then raid block triggers immediately on any damage.

Technical note (why this appears to be a plugin logic issue):
In the current implementation, the check compares the entity’s current health to the threshold BEFORE applying the incoming damage, meaning a structure can be destroyed in a single hit from above the threshold without ever triggering the raid block. This makes the percentage threshold unusable for our server rules and leads to inconsistent detection.

 

Thank you for your time.
Best regards,
Mon
 

Khan

Posted

The config is working as designed.

A value of 10 means the raid block triggers when 10% of an entity’s total HP is damaged.  
A value of 1 effectively means that almost any meaningful damage will trigger a raid block, since 1% of most building entities is an extremely small amount of HP.  
A value of 0 disables the percentage check entirely and always triggers on any qualifying damage.

There is no post-damage health check. The comparison is made at the time the damage hook fires. If the damage does not meet the configured percentage threshold at that moment, no raid block occurs — even if the entity is later destroyed.

If your goal is to avoid false positives from small or incidental damage, you should **increase the value to 10% or higher**. Values this low (e.g., 1%) defeat that purpose and will not behave the way you expect.

This is expected behavior, not a bug.

Khan

Posted

Changed Status from Pending to Not a Bug

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