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HELI SIGNAL TEAM

Fixed 0.1.17 0.1.18

arno1986
arno1986

Posted

WHEN CALLING A HELI, TEAM DO NOT TAKE DAMAGE ANY IDEA WHAT COULD BE CAUSING THIS? I UNLOADED REAL PVE USED TRUE PVE AND THEY TOOK DAMAGE.

IIIaKa

Posted (edited)

Hello, thanks for reaching out. @ZEODE has already informed me about your issue. At the moment, I'm busy with other plugins, but I'll look into this problem as soon as I'm free. I'll try to get it done before the global wipe.

Edited by IIIaKa
ZEODE

Posted (edited)

I have identified many Oxide hooks which are causing conflict with my Heli and Bradley plugins and potentially many other plugins out there too. An API call at the start of these hooks I have identified (and probably many others) that any dev can use in their plugins would be required for complete compatibility now and going forward, not just for my plugins, but for potentially many other plugins out there too.

I have forwarded on some modifications to IIIaKa that could be used to make compatible with my plugins alone, but if API calls were implemented, it would be very easy for me to add code to my plugins to handle this and work with any changes made, and any other dev too.

Edited by ZEODE
ZEODE

Posted

Between us we will get the issue resolved 🙂

  • Like 1
IIIaKa

Posted

Changed Status from Pending to Work in Progress

IIIaKa

Posted

@arno1986 @ZEODE
In my plugin, when damage is received, the attacker is determined and since helicopters from HeliSignals have the OwnerID of the player who called them, my plugin considers this to be friendly fire.
If the team leader enables friendly fire, then they will also start taking damage from such helicopters.
/realpve team ff

IIIaKa

Posted

I understand that this behavior creates an exploit for farming helicopters, so this issue will be fixed in the next update. And I don't think any API methods will be needed.

IIIaKa

Posted

Changed Status from Work in Progress to Fixed

Changed Fixed In to Next Version

IIIaKa

Posted

If you have anything to add, feel free to write in this thread.

ZEODE

Posted (edited)

I disagree, I sent you a example showing all the hooks which will affect the working of my plugins Bradley Drops and Heli Signals. What I need and what many other devs will need is an API so that we can prevent the normal behaviour of RealPVE so it doesn't interfere with the working of our plugins. Similar to other PVE plugins that include a API call in their hooks such as "CanEntityTakeDamage" etc like TruePVE and other plugins.

 

Currently there are many hooks which RealPVE will action and do things with that would be unnecessary and unwanted for the correct working of mine and others plugins. We just need a way to prevent RealPVE interfering in those instances.

Edited by ZEODE
ZEODE

Posted (edited)

14 hours ago, IIIaKa said:

@arno1986 @ZEODE
In my plugin, when damage is received, the attacker is determined and since helicopters from HeliSignals have the OwnerID of the player who called them, my plugin considers this to be friendly fire.
If the team leader enables friendly fire, then they will also start taking damage from such helicopters.
/realpve team ff

Also, just saying to turn on friendly fire isn't the answer, surely they turn off friendly fire for a reason, to turn it back on again as a workaround for a plugin conflict is not a solution.

A quick look through your support section shows users having conflicts as I explained, this will always be the case unless you provide an API and allow devs to prevent Real PVE interfering in certain hooks under certain conditions. It is 100% necessary, IMO.

Edited by ZEODE
IIIaKa

Posted

@ZEODE
The issue with damage to team mates has been fixed without the need to add extra API calls to the hook, which is triggered extremely often, the larger the map and the more entities, the more frequently it's called.
And don’t forget, most users(90%+) don’t have your plugin installed, so those calls would just waste resources for them.
As for looting and harvesting helicopter gibs and locked containers, my plugin will ignore them if they have set a skinID > 0, thus handing over behavior control to the plugins that manage those entities.

IIIaKa

Posted (edited)

16 hours ago, ZEODE said:

Also, just saying to turn on friendly fire isn't the answer, surely they turn off friendly fire for a reason, to turn it back on again as a workaround for a plugin conflict is not a solution.

On 6/3/2025 at 2:28 PM, IIIaKa said:

I understand that this behavior creates an exploit for farming helicopters, so this issue will be fixed in the next update. And I don't think any API methods will be needed.

Please be a bit more patient and read messages fully before responding.

Edited by IIIaKa
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