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RR_Tappi

Posted (edited)

I noticed:
When a TC is set, a PVP zone is also created - very good!

But the zone is limited to a set radius If you build beyond this radius, the PVP zone unfortunately does not expand

Or did I miss something?

a dynamic zone would be ideal

  "TC Zone Radius in meters - set zero to disable": 50,
  "TC RuleSet": "exclude",
  "TC Zone Flags": null,

So I just build my base everywhere beyond this radius and no one can raid me anymore

Do I understand this correctly?

Can't this PVP zone be created using the building zone?

 

Edited by RR_Tappi
HunterZ

Posted

I'm looking at adding AgileZones to the mix to create PvP zones around player bases. Does it play nice with DynamicPVP, RaidableBases, and RoadBradley?

 

Background:

I run a hybrid PvP/PvE casual server with RaidableBases and RoadBradley that currently runs on the honor system. Player bases, mid/high tier monuments, train tunnels, world events, and plugin events are all PvP, but low tier monuments and the rest of the map are PvE.

I'm working on setting up plugin-based enforcement, and have ZoneManager + TruePVE + DynamicPVP + a work-in-progress extensive overhaul of Zone PVx Info (adds support for recognizing train tunnels, sky dungeons, safe zones, TruePVE/NextGenPVE exclusion zone mappings, Zone Manager pvpgod/pvegod zones, etc.).

This is all working fairly well, but DynamicPVP lacks support for TC-based PvP zones. AgileZones seems like the obvious solution here.

 

P.S. I ditched ZoneManagerAutoZones for DynamicPVP because everything about the latter is better. I also ditched ZoneDomes because (1) it doesn't clean up after itself if you reload it, resulting in duplicate domes, and (2) DynamicPVP and RaidableBases create (and clean up on reload) their own domes anyway.

RR_Tappi

Posted

I have a Problem with Bradley Drops

When I am at my base, I am in the PVP zone. But I cannot throw a Bradley signal there. If I leave the PVP zone, I can also throw

Is this due to AgileZone or BradleyDrops

 

 

 

 

 

 

ZEODE

Posted

6 minutes ago, RR_Tappi said:

I have a Problem with Bradley Drops

When I am at my base, I am in the PVP zone. But I cannot throw a Bradley signal there. If I leave the PVP zone, I can also throw

Is this due to AgileZone or BradleyDrops

 

 

 

 

 

 

Don't forget Bradley Drops wont let you call a drop too close to any structure. Maybe that is your issue?

RR_Tappi

Posted

Ok then it's the BradleyDrop 😉

 

HunterZ

Posted

On 7/31/2024 at 12:05 PM, RR_Tappi said:

So I just build my base everywhere beyond this radius and no one can raid me anymore

Do I understand this correctly?

Can't this PVP zone be created using the building zone?

As someone who has a need for this plugin but hasn't pulled the trigger yet, this has me hesitating to purchase it.

I did some experiments and found a method for calculating a 3D bounding box for a base that contains all of its building blocks, and then using that to derive a center and a radius.

I think I may have to strike out on my own here, even though I'm not super experienced at Rust modding yet.

RR_Tappi

Posted

How do I deactivate the PVP/PVE messages? My own base or another player's base, a message always appears when entering and leaving. Can this message be turned off? The zone should of course remain, but the messages should go away

 

Stark

Posted

On 8/4/2024 at 8:03 PM, HunterZ said:

I'm looking at adding AgileZones to the mix to create PvP zones around player bases. Does it play nice with DynamicPVP, RaidableBases, and RoadBradley?

 

Background:

I run a hybrid PvP/PvE casual server with RaidableBases and RoadBradley that currently runs on the honor system. Player bases, mid/high tier monuments, train tunnels, world events, and plugin events are all PvP, but low tier monuments and the rest of the map are PvE.

I'm working on setting up plugin-based enforcement, and have ZoneManager + TruePVE + DynamicPVP + a work-in-progress extensive overhaul of Zone PVx Info (adds support for recognizing train tunnels, sky dungeons, safe zones, TruePVE/NextGenPVE exclusion zone mappings, Zone Manager pvpgod/pvegod zones, etc.).

This is all working fairly well, but DynamicPVP lacks support for TC-based PvP zones. AgileZones seems like the obvious solution here.

 

P.S. I ditched ZoneManagerAutoZones for DynamicPVP because everything about the latter is better. I also ditched ZoneDomes because (1) it doesn't clean up after itself if you reload it, resulting in duplicate domes, and (2) DynamicPVP and RaidableBases create (and clean up on reload) their own domes anyway.

It works really well on it's own and along side those plugins. I used it. 

However if people are using all/some of these + your stuff and War Mode -- it might pose a problem. 

Stark

Posted

The only issue with this plugin is that like all the others it negates the whole Hackable crate pvp zone. 

No one, as far as I could find, make an option to create a PvP zone around hackable crates. 

HunterZ

Posted

2 hours ago, Stark said:

The only issue with this plugin is that like all the others it negates the whole Hackable crate pvp zone. 

No one, as far as I could find, make an option to create a PvP zone around hackable crates. 

Responded elsewhere, but in case anyone else is interested: DynamicPVP is good at providing zones for monuments and world events - including crates. On my server this makes Dome and Radtown conditionally PvP depending on whether a crate is present.

  • Like 1
Stark

Posted

9 minutes ago, HunterZ said:

Responded elsewhere, but in case anyone else is interested: DynamicPVP is good at providing zones for monuments and world events - including crates. On my server this makes Dome and Radtown conditionally PvP depending on whether a crate is present.

Okay, cool. I thought that, but wanted to give some sort of response in case he didn't. 

  • Like 1

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