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TruePVE

Pending 3.0.5

maxalt
maxalt

Posted

I’m really sorry to bother you again…

This time, I have a question about integrating with your masterpiece plugin, TruePVE.

 

On my server, TruePVE is being used to enforce PvE rules.

Is the following configuration possible?

 

Allow players to raid PvE raidable bases without allowing them to damage other players’ bases.

 

 

As far as I can tell, damage between players is properly blocked.

However, if I block damage to structures to prevent base raiding, it also prevents damage to raidable bases—so in order to allow those to be raided, I end up having to allow player base damage too.

 

I’m trying to find a way to solve this.

Please, I would really appreciate your help!

TruePVE.json RaidableBases.json

nivex

Posted

heya maxalt

none of this is required.

RB has its own configuration, and requires zero changes to your TruePVE config.

if damage is not working properly in RB, then you have a misconfigured profile (oxide/data/RaidableBases/Profiles), or another plugin is breaking it. 

i've fixed your invalid TruePVE config. do not modify it for RB.

 

TruePVE.json

nivex

Posted

secondly, in regards to your samsite rules. they were invalid, and replaced with flags.

PlayerSamSitesIgnorePlayers will block targeting (and damage) from player-owned samsites to players/vehicles.

StaticSamSitesIgnorePlayers will block targeting (and damage) from non-player samsites to players/vehicles. this includes the Launch Site, which you should remove if you want samsites at the Launch Site to kill players.

 

maxalt

Posted

Thank you very much.

 

Actually, one of the players on my server recently got shot down by a SAM site they had placed themselves while flying a minicopter, and I was trying to figure out how to prevent that.

 

I’m sorry for suddenly changing the topic from RaidableBases to something completely different… But I truly appreciate your help.

 

Just to confirm, does the TruePVE config you shared mean the following?

 

Players cannot damage structures or deployables owned by other players, but can damage structures from RaidableBases.

While flying in a helicopter or minicopter, they might get shot by static SAM sites (like the ones at the Launch Site), but not by SAM sites placed

 

nivex

Posted

hi, you're welcome. that is what it means with the exception that you need to remove StaticSamSitesIgnorePlayers flag for launch site to fire at players.

maxalt

Posted

Thank you so much.

You’re a genius.

There’s one more thing I wanted to ask about RaidableBases,but I feel like I’ve already asked too much… so I’ll come back another time 🥺

nivex

Posted

lol you can ask, it's fine

maxalt

Posted

Really, truly, sincerely thank you!

Then if I may take you up on your offer…

 

Here’s what I’d like to do with RaidableBases:

 

 Cooldown After Raid Completion

After completing a Raidable Base (whether from a scheduled spawn or via the /buyraid command), I want to prevent the player/team from raiding again for 3 hours.

During this cooldown, they should not be able to enter any dome, regardless of difficulty level.
(e.g. even if a player finishes a Nightmare base, they should not be able to enter a Medium base dome within the 3-hour cooldown).

Ideally, this cooldown should apply to everyone in the team.

Additionally, players should not be able to bypass the cooldown by:

Leaving their team,

Joining another team.

 

 

Max Simultaneous Raids & Queue System

I want a maximum of 10 Raidable Bases on the map at once, regardless of how they were spawned (Scheduled or /buyraid).

If someone tries to run /buyraid while the cap is already hit, they should be forced to wait until a raid is completed and despawns.

Ideally, when /buyraid is used while the limit is reached:

A queue line is created.

Once a raid finishes and a slot becomes available, the base spawns for the player at the front of the queue.

 

Would such a setup be possible with RaidableBases?

maxalt

Posted

4分前、maxaltは言った:

本当に、本当に、心からありがとう!

では、あなたの申し出を受け入れてもよければ...

 

RaidableBasesでやりたいことは次のとおりです。

 

レイド完了後のクールダウン

レイダブルベースを完了した後(スケジュールされたスポーンからでも/buyraidコマンドからでも)、プレイヤー/チームが3時間再びレイドするのを防ぎたいです。

このクールダウンの間、彼らは難易度に関係なく、どのドームにも入ることができないはずです。
(例えば、プレイヤーがナイトメアベースを終えたとしても、3時間のクールダウン内にミディアムベースドームに入ることはできません)。

理想的には、このクールダウンはチームの全員に当てはまります。

さらに、プレイヤーは次のことによってクールダウンを迂回することはできません。

彼らのチームを去り、

別のチームに参加する。

 

 

最大同時レイドとキューシステム

どのように生成されたか(スケジューリングまたは/buyraid)に関係なく、一度に最大10の襲撃可能な基地をマップに表示したい。

誰かがキャップがすでにヒットしているときに/buyraidを実行しようとした場合、レイドが完了してデスポーンするまで待つ必要があります。

理想的には、制限に達したときに/buyraidが使用される場合:

キュー行が作成されます。

レイドが終了し、スロットが利用可能になると、基地はキューの先頭のプレイヤーのためにスポーンします。

 

RaidableBasesでそのような設定は可能でしょうか?

Additional note!

For example, even if there are already 10 Raidable Bases on the map (the maximum allowed number),

I still want the scheduled Raidable Bases to spawn.

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