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about damage trigger

Pending 1.3.7

hid333
hid333

Posted

I would like to report an issue regarding SimplePVE and RustEdit damage/radiation trigger prefabs.
On some custom maps, map creators use damage areas, hazardous floors, lava, and similar environmental hazards. Many of these are
created using the standard damage trigger prefabs documented on the Facepunch Wiki.

For example:

Damage Triggers
https://wiki.facepunch.com/rust/Volume_Prefabs#damagetriggers

  • Damage Trigger Low
  • Damage Trigger Mid
  • Damage Trigger High
  • Damage Trigger Death

Radiation Spheres
https://wiki.facepunch.com/rust/Volume_Prefabs#radiationspheres

  • Radiation Low
  • Radiation Med
  • Radiation High

These prefabs can also be found in the RustEdit prefab list.
The problem is that when SimplePVE is enabled, some of these environmental damage triggers are also blocked by the PVE damage protection.

Because of this, custom maps that intentionally use hazardous areas do not behave as expected. For example, a floor or lava area configured with Damage Trigger High may cause no damage at all while SimplePVE is active.

Radiation triggers can also be affected depending on how the damage is processed.
Would it be possible to officially support these RustEdit environmental triggers?

A possible approach would be to detect damage originating from the standard RustEdit/world TriggerHurt / TriggerHurtEx damage volumes, or from prefabs under the standard hurt-trigger prefab path, and allow that environmental damage before applying the normal PVE damage-blocking logic.

It would be important that this exception applies only to world/environmental damage, so normal player-vs-player, trap, NPC, turret, and vehicle damage would still continue through the existing SimplePVE rules.

In short:

  • Allow standard RustEdit Damage Trigger Low / Mid / High / Death damage
  • Allow normal Radiation Low / Med / High behavior
  • Keep existing SimplePVE PvP protection unchanged
  • Treat these as environmental/world damage rather than PvP damage

Some custom maps rely heavily on these standard Facepunch/RustEdit trigger prefabs, so official support would be very helpful.
Thank you for your work on SimplePVE and for considering this request.

hid333

Posted

I created a test version that takes this behavior into account.
With that version, RustEdit damage triggers work correctly while the normal SimplePVE protection remains active, so it seems possible to support these environmental triggers without losing the existing PvE functionality.

If possible, I would greatly appreciate it if you could consider implementing similar support officially.
If supporting the damage triggers directly would be difficult, another possible solution would be to expand the current zone exclusion functionality.
At the moment, when an existing ZoneManager zone is added to: "Exclude Zone IDs From Rules"
PvP damage and some related rules are correctly bypassed inside that zone, but SimplePVE is not completely disabled there.
In other words, the behavior inside an excluded zone is still different from completely unloading SimplePVE.
For example, when SimplePVE is fully unloaded, RustEdit damage triggers such as Damage Trigger High work normally and players receive the expected environmental damage.

However, adding the same area to "Exclude Zone IDs From Rules" does not currently reproduce that behavior.
If direct support for RustEdit damage triggers is difficult, I would appreciate it if excluded zones could instead become a true full bypass of SimplePVE.

Ideally, inside an excluded zone:

  • SimplePVE would not modify or block any damage
  • RustEdit damage triggers would work normally
  • Radiation and other environmental effects would work normally
  • PvP damage would behave normally
  • All other SimplePVE protections and restrictions would also be disabled

In short, I would like an excluded zone to behave as closely as possible to an area where SimplePVE is completely unloaded, rather than only bypassing certain PvP-related rules.
I would greatly appreciate it if you could consider either approach.

Iftebinjan

Posted

Thanks for all these info, I will look into these

  • Like 1

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