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How to Prevent Raiding at specific Dynamic PVP events

Closed 1.4.4

thebeastninjahunter

Posted (edited)

hey i just have a few questions. for starters, I was wondering how I could make specific DynamicPVP zones unraidable? Specifically the actually dynamic ones: air drops, heli crash, etc. I set rules disabling raiding specifically for the zones that appear to be dynamic without a monument name. Am I correct in assuming I did it right? Does DynamicPVP(1804321149) and DynamicPVP(1804290193) from my attached pics mean heli and cargo since those are the only two non-static zones enabled? If they are, then blocking player_building and player_vehicle (to protect cars) damage was correct? Do those number change each time it spawns or will it be the same all wipe? 

Sorry a lot of this is really confusing and I've been trying hard to figure it all out on my own but I gotta ask for help now that players are trying to abuse these things 😕

 

i also accidentally deleted the 'include' rule for DynamicPVP and I was wondering how I could recreate it. In the mean time, I just manually recreated multiple rules to do the same thing, but it doesn't use the zone lookup or anything so it's a mess. and if I wanted to add multiple zones to the same rule, could I do that? 

Im backing up the database now, but I dont have a backup before I deleted the include rule cuz im an idiot

 

and finally, sorry i have so many issues, when heli goes down and the crates are burning i get this error when the napalm burns someones base or tries to:

Failed to call hook 'OnEntityTakeDamage' on plugin 'NextGenPVE v1.4.1' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.NextGenPVE.EvaluateRulesets (BaseEntity source, BaseEntity target, System.String& stype, System.String& ttype) [0x00725] in <d08cf307725b410ea6bfceef51dfb898>:0

at Oxide.Plugins.NextGenPVE.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo hitinfo) [0x002be] in <d08cf307725b410ea6bfceef51dfb898>:0

at Oxide.Plugins.NextGenPVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00b4f] in <d08cf307725b410ea6bfceef51dfb898>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <ccbecb1690ac40048b5b01f4ad263c1c>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0

Screenshot (1140).png

Screenshot (1141).png

Edited by thebeastninjahunter
typos, adding info
thebeastninjahunter

Posted (edited)

i tested it now that server pop died and raiding does still work in those zones depsite my rules so i disabled all raiding for now (which luckily still excludes Raidable Bases so there's still stuff to raid)

Edited by thebeastninjahunter
adding info
RFC1920

Posted

1. NextGenPVE only manages damage, not looting of boxes, etc.

    You can use another plugin for that, e.g. LootProtect.  However, I am currently trying to get some traction with the current maintainer of DynamicPVP so that we can also automatically manage zones there.

    Unclear how RaidableBases handles this, or if it does.

2. DynamicPVP by default uses a ruleset called "exclude" not "include".  However, whatever ruleset is configured in DynamicPVP will be managed in NextGenPVE.

    Just make sure that whatever ruleset is configured in DynamicPVP ("TruePVE Mapping") exists in NextGenPVE.

3. DynamicPVP manages its zones, and will remove and add them as needed.  This is the extent of the interaction between the two plugins: managing that list of zones dynamically.

    You should not need to be concerned with the zone ids as they will change on every reload, etc.

4. However the NextGenPVE "exclude" ruleset is configured, damage should be controlled for the zones DynamicPVP sets.

    Set the "exclude" ruleset however you want to control damage in zones managed by DynamicPVP.

 

As I understand it, the general concept of DynamicPVP is to manage zones where a PVE plugin will make exceptions to its rules.  Usually, this means assigning a different ruleset other than default to allow PVP in those zones.  As far as both plugins are concerned, the rest of the map is PVE only.  I don't see evidence of RaidableBases integrating with either plugin, but my copy may be old.

Finally, there has been a lot of work recently to manage the null reference exceptions especially around heli activity.  This is not yet perfect but you should update to the latest version.

thebeastninjahunter

Posted

thank you your reply pointed me in the right direction and I was able to make the necessary changes to the DynamicPVP zones instead of the NextGenPVE rulesets. Very much appreciate all the hard work you put in!

  • Like 1
RFC1920

Posted

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