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Dungeon Events 3.0.6

$25.00 $19.99
   (3 reviews)
Message added by Marte6,

The plugin has been redone; now, the dungeons are created by me. Initially, the plugin has one dungeon layout, but I will be uploading new layouts every week.

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FandangoChristmas

Posted

Good day @Marte6, I'm finally starting to setup this plugin, and I will be having Server Hud plugin show a icon when its active. What are the hooks this plugin uses for when dungeon spawns, and despawns dungeons?

FandangoChristmas

Posted (edited)

22 hours ago, FandangoChristmas said:

Good day @Marte6, I'm finally starting to setup this plugin, and I will be having Server Hud plugin show a icon when its active. What are the hooks this plugin uses for when dungeon spawns, and despawns dungeons?

I still cannot find the hooks for start and stop of dungeon event. Some things I'm finding with the plugin so far... There is no command to run it via console to run a random event tier for players to join, it is only by steamid, and I wont be using the plugins random timer, as I have that disabled, and my events are controlled via EventManager to prevent overlapping of events. The next thing I noticed is when a event happens, it will announce in server that one spawned, even with use notify and toasts disabled. Can we get some documentation for dungeon spawn hook, and dungeon kill hook, and could you also add a console command for admin to run a random difficulty dungeon event that is not spawned to just a playerid? Would be greatly appreciated.

Edited by FandangoChristmas
  • Like 1
Marte6

Posted

1 hour ago, FandangoChristmas said:

I still cannot find the hooks for start and stop of dungeon event. Some things I'm finding with the plugin so far... There is no command to run it via console to run a random event tier for players to join, it is only by steamid, and I wont be using the plugins random timer, as I have that disabled, and my events are controlled via EventManager to prevent overlapping of events. The next thing I noticed is when a event happens, it will announce in server that one spawned, even with use notify and toasts disabled. Can we get some documentation for dungeon spawn hook, and dungeon kill hook, and could you also add a console command for admin to run a random difficulty dungeon event that is not spawned to just a playerid? Would be greatly appreciated.

Hello @FandangoChristmas,

Thank you for reaching out! Currently, the plugin does not have specific hooks for dungeon spawn and despawn events. However, I can implement them along with the other features you mentioned in the next update, which should be available in a few days.

I appreciate your detailed feedback, and I’ll make sure to include

  • Like 1
FandangoChristmas

Posted

12 minutes ago, Marte6 said:

Hello @FandangoChristmas,

Thank you for reaching out! Currently, the plugin does not have specific hooks for dungeon spawn and despawn events. However, I can implement them along with the other features you mentioned in the next update, which should be available in a few days.

I appreciate your detailed feedback, and I’ll make sure to include

Thank you for considering the ideas Marte6! The more flexibility of usage of the plugin, the better! Excited to see the results!

Marte6

Posted

2.2.0 - What's New

Dungeon Spawn/Despawn Hooks
Added new hooks to the plugin’s lifecycle. These events will now trigger OnDungeonSpawn and OnDungeonDespawn when a dungeon is created or removed, allowing other plugins and server owners to track the dungeon lifecycle more easily.
void OnDungeonSpawn(ulong OwnerID, Vector3 Position, string Grid, string TierName)
{
    PrintWarning($"Dungeon spawned at {Position} by {OwnerID} Grid: {Grid}, Tier: {TierName}");
}

void OnDungeonDespawn(ulong OwnerID, Vector3 Position, string Grid, string TierName)
{
    PrintWarning($"Dungeon despawned at {Position} by {OwnerID} Grid: {Grid}, Tier: {TierName}");
}

Console Commands for Admins/Event Manager
Introduced new admin‐only console commands for forcing dungeon spawns, removing all active dungeons, and performing cleanup tasks without needing chat commands.
"spawnrandomdungeon"
Forces a random dungeon to spawn immediately.
"spawnfixeddungeon <tierName>"
Spawns a specific tier of dungeon (for example, "spawnfixeddungeon hard").

Configurable Random Spawn Announcement
Implemented a configuration toggle to enable or disable the public broadcast message when a dungeon randomly spawns.
"Show Dungeon Spawn Announcement": true

Prevent Dropping the Active Item
Players can no longer drop their currently equipped item while inside a dungeon, helping to avoid unwanted drops during dungeon runs.

Spawn Near Purchaser
When a player buys or creates a dungeon, it will now generate in the closest open area near the player’s position, instead of a purely random spot on the map.

Configurable Command Blocking
Introduced new configuration options to block commands while players are inside a dungeon.
"Block all commands when inside a dungeon": true,

Faster Dungeon Marker Updates
The in‐game map marker for a purchased dungeon now updates more quickly to show the buyer’s name, ensuring players can tell who owns the dungeon at a glance.

Tier‐Based Economics/ServerRewards
Reward players with Economics currency or ServerRewards points when they kill NPCs, destroy turrets, or break boxes inside a dungeon. Each tier can have its own reward values, so you can balance payouts for Easy, Normal, Hard, and higher difficulties.

  • Love 2
M0R6IUS

Posted

@Marte6 Please make it so that the Language file is not reset, I have to redo it every time.

Marte6

Posted

4 minutes ago, M0R6IUS said:

@Marte6 Please make it so that the Language file is not reset, I have to redo it every time.

Sorry about that, will update soon!

M0R6IUS

Posted

Please make it so that the Language file is not reset, I have to redo it every time.

 

M0R6IUS

Posted

@Marte6 After the last update I had a language file crash again.

 

Marte6

Posted

7 hours ago, M0R6IUS said:

@Marte6 After the last update I had a language file crash again.

 

Hello, what do you mean by "language file crash"? Can you give me more details about the error?

Deicide

Posted

i saw your message about a reconfiguration, i will say this plugin is WONDERFUL as an alternative to raidable bases for prim server. Would you be able to make each tier more configurable and each tiers bots loot pool configurable per difficulty?

EllieCat

Posted

Can add custom currency to purchase events?

Takeshi

Posted

Hope to add a purchase notification.
After a player makes a purchase, the generated notification should include the buyer's name.

Marte6

Posted

Hello, today I'm going to upload the new version of the plugin. It will start with 2 dungeon layouts. Tomorrow, I'll check these requests @EllieCat and @Takeshi.

Marte6

Posted

Now, when entering a dungeon, it will always be as dark as night!

Takeshi

Posted

NPC and BOSS drop settings cannot properly drop the designated items.

Marte6

Posted

36 minutes ago, Takeshi said:

NPC and BOSS drop settings cannot properly drop the designated items.

Fixed.

 

3.0.2 - What's New

Adjusted the item drop for bosses; previously, they were dropping the same items as regular NPCs.

  • Love 1
FandangoChristmas

Posted (edited)

I'm loving that this is gonna have custom built dungeons. Those rust prefab dungeons I have always thought looked cheesy. How is performance compared to using previous dungeons? I had noticed when they spawn/despawn it adds a huge lag spike to the gameplay with just 1 dungeon. Will this cause anything like that? What is the reason for using custom built ones over the rust prefab ones? I had not had any issues other than a lag spike when it spawns and despawns.

Edited by FandangoChristmas
Marte6

Posted

12 minutes ago, FandangoChristmas said:

I'm loving that this is gonna have custom built dungeons. Those rust prefab dungeons I have always thought looked cheesy. How is performance compared to using previous dungeons? I had noticed when they spawn/despawn it adds a huge lag spike to the gameplay with just 1 dungeon. Will this cause anything like that? What is the reason for using custom built ones over the rust prefab ones? I had not had any issues other than a lag spike when it spawns and despawns.

Since the forced update, when a player enters a dungeon, red warnings have been appearing on their screen. This was the reason. Regarding performance, I think the new mode is better compared to the old one.

  • Like 1
Marte6

Posted

3 hours ago, Takeshi said:

I personally applaud the diligence in updating the new dungeon. And thanks for the urgent fix to the dungeon lord issue! However, the newer dungeons still have a lot of problems. Example:

In dungeons where the map area is too small, multiple layouts will result in turrets going through the wall and turrets spawning on the outside of the wall.

The small wooden boxes are still too close to the wall, it would be better to change the type of boxes or use decoder boxes.

Natural stone cavity walls can easily take up a lot of space on map blocks, especially in atmospheric areas

The dungeon will still have NPCs and gun towers and chests around the outside after creating a small homemade natural cave terrain.

Here's some personal advice:

If the new dungeon is a homebrew type, it is recommended to use thinner walls and floor design, and it will be more interesting to design the second floor with holes for the first floor to peek through and to locate the holes on the paths that must be taken on the second floor without affecting the smoothness of the passageway.

If it's possible to use the decoder box design, please add a separate decoder time for the boxes and a drop list for the dungeon plugin, I'd really appreciate it!

3.For the traps, it would be better to add traps and Tesla traps on the ceiling. The turret design is recommended to be placed in a hideout inside a homemade collapsed object and not affecting the player's level of destruction. These are huge projects, and I expect the authors to take these elements into account and add them slowly, and I would like to pay tribute to the hard work that has gone into these revisions and designs.

8919.png

1153.png

1152.png

I adjusted the entities outside the dungeon, but it seems that in your screenshot, the rock and floor entities are much larger than usual. Take a look at the video I sent above and see if it looks the same.

  • Love 1
M0R6IUS

Posted

Why aren't my NPC moving?

Marte6

Posted

8 minutes ago, M0R6IUS said:

Why aren't my NPC moving?

What's New in Version 3.0.6

  • Fixed entity spawns to respect the configured quantities while keeping the entities as spread out as possible throughout the dungeon.
  • Fixed NPC movement.
  • Love 1
CupsOhJoe

Posted

The new layout, with the big rocks I didn't like doesn't feel like a dungeon. The smaller feel makes it more ominous and not being able to see around the corner. Hoping that you can make feel more dungeon style over labyrinth.

  • Like 1
CupsOhJoe

Posted

Or at least make them dungeon looking, Stoney, I don't like the factory looking style and the other looks like it got shot with a giantantic Ray

M0R6IUS

Posted

As I understand it, this is only the initial version of the dungeon. The author said that in the future you will be able to customize it yourself. And as for me, if you know how to create a dungeon yourself, it would be cool. The highlight of each server.

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