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War Mode PVP/PVE 1.3.7

$24.99
   (9 reviews)
Message added by Mr01sam,

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Snaplatack

Posted

39 minutes ago, Rezanow said:

A player noted something...  Two players (one PvP and one PvE) are waiting for the hack crate timer that the PvP player initiated. What's stopping the PvE guy from grabbing the loot? Is it simply a matter of who clicked the crate first when the timer expires? 

Could use LootDefender on Umod to help with this. Thats what I do.

  • Like 2
dustyhansen

Posted

9 minutes ago, Snaplatack said:

Could use LootDefender on Umod to help with this. Thats what I do.

Ditto

Mr01sam

Posted (edited)

2 hours ago, Rezanow said:

A player noted something...  Two players (one PvP and one PvE) are waiting for the hack crate timer that the PvP player initiated. What's stopping the PvE guy from grabbing the loot? Is it simply a matter of who clicked the crate first when the timer expires? 

WarMode doesnt have any rules for hacked crates (since they aren't owned by players) so yes, there is nothing stopping a PVE player from grabbing it.

However, I highly recommend using WarMode alongside ZoneManager in this situation to setup zones that are forced PVP. You can do this in the config, and then PVE players will have to enter the forced PVP zone if they want to loot the hacked crate.

Edit: Some people suggested LootDefender, which is another great option!

Edited by Mr01sam
  • Like 2
Rezanow

Posted (edited)

@Mr01sam @dustyhansen @Snaplatack

Thank you! 

 

EDIT: I already use Zone Manager. But, how do I get WarMode to change their status while in the zone? I don't see a flag in Zone Manager that applies, so I assume it's in WarMode? 

I see the area in the config where it matters. But, I have no idea the context. 

 

"ZoneManager": {
    "ForceModeInZone": {}
  },

Am I supposed to do it like this? 

 

"ZoneManager": {
    "ForceModeInZone": {
         "Train":["pvp"],
         }
  },

Train being the name of the zone. 

Edited by Rezanow
  • Like 2
Mr01sam

Posted

10 hours ago, Rezanow said:

@Mr01sam @dustyhansen @Snaplatack

Thank you! 

 

EDIT: I already use Zone Manager. But, how do I get WarMode to change their status while in the zone? I don't see a flag in Zone Manager that applies, so I assume it's in WarMode? 

I see the area in the config where it matters. But, I have no idea the context. 

 

"ZoneManager": {
    "ForceModeInZone": {}
  },

Am I supposed to do it like this? 

 

"ZoneManager": {
    "ForceModeInZone": {
         "Train":["pvp"],
         }
  },

Train being the name of the zone. 

Very close.. in v1.2 of WarMode (the current version), you have to specify the zone id (not the zone name), and the value is just a string not a list. So it would need to look like this.

"ZoneManager": {
    "ForceModeInZone": {
         "zoneidhere":"pvp",
     }
  },

This will make any zone that has a zone id of "zoneidhere" a forced pvp zone.

Now, if you want to use the zone name instead, that's actually a feature I'm adding in v1.3 of WarMode, which is currently being tested.. if that's something you're interested in, I can DM you an early copy to try out if you would like. Just let me know!
 

  • Like 1
Rezanow

Posted

@Mr01sam would it be possible to integrate Zone Manager Auto Zones? Even with that, I had to go into the json for Zone Manager just to find the list of all the zones. When I had the list print in-game, it scrolled up too far to see all of them. 

Another thought...  When a player enters a forced PvP zone like the Zones I just setup, is their base vulnerable? Like, you watch your PvE neighbor go into Launch and while they're in there looting crates, you raid them...?

Mr01sam

Posted

5 minutes ago, Rezanow said:

@Mr01sam would it be possible to integrate Zone Manager Auto Zones? Even with that, I had to go into the json for Zone Manager just to find the list of all the zones. When I had the list print in-game, it scrolled up too far to see all of them. 

Another thought...  When a player enters a forced PvP zone like the Zones I just setup, is their base vulnerable? Like, you watch your PvE neighbor go into Launch and while they're in there looting crates, you raid them...?

I'm not familiar with AutoZones, but in 1.3.0, you will be able to specify a partial match for the zone name or id. So you can do something akin to "all zones that contain the word 'pvp' in their name will force you to be pvp" will that handle that case?

And no - when a player enters a pvp zone they still retain their "true" mode under the hood, so it doesn't affect anything they own outside the zone.

Rezanow

Posted

@Mr01sam  This is the plugin I am referring to. https://umod.org/plugins/zone-manager-auto-zones  It automatically detected and setup zones for the monuments on my ProcGen map. The names are fairly simple. Here's the list I made myself. Hopefully, this is something that can be automated for others. Thank you!

 

 "ZoneManager": {
    "ForceModeInZone": {
      "lighthouse_1": "pvp",
      "lighthouse_2": "pvp",
      "supermarket_1": "pvp",
      "miningoutpost_1": "pvp",
      "supermarket_2": "pvp",
      "miningoutpost_2": "pvp",
      "gas_station_1": "pvp",
      "supermarket_3": "pvp",
      "miningoutpost_3": "pvp",
      "gas_station_2": "pvp",
      "gas_station_3": "pvp",
      "swamp_b": "pvp",
      "swamp_a": "pvp",
      "swamp_c": "pvp",
      "mining_quarry_c": "pvp",
      "mining_quarry_b": "pvp",
      "satellite_dish": "pvp",
      "sphere_tank": "pvp",
      "mining_quarry_a": "pvp",
      "powerplant_1": "pvp",
      "trainyard_1": "pvp",
      "radtown_small_3": "pvp",
      "water_treatment_plant_1": "pvp",
      "airfield_1": "pvp",
      "junkyard_1": "pvp",
      "excavator": "pvp",
      "nuclear_missile_Silo": "pvp",
      "launch_site": "pvp",
      "arctic_research_base_a": "pvp",
      "desert_military_base_b": "pvp",
      "harbor_2": "pvp",
      "harbor_1": "pvp",
      "ferry_terminal_1": "pvp"

 

  • Like 1
Loutha

Posted

For the 1.3.0 update, I'm seeing a dozen or so of these errors:

Failed to call internal hook 'CanLootEntity' on plugin 'WarMode v1.3.0' [1627232611] (Object reference not set to an instance of an object)
   at IEnumerable Oxide.Plugins.WarModeMethods.ExtensionMethods.Riders(BaseVehicle baseVehicle) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 1365
   at ModeConfig Oxide.Plugins.WarModeMethods.ExtensionMethods.GetMode(BaseEntity entity) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 1408
   at void Oxide.Plugins.WarMode.DebugAction(string action, BaseEntity initiator, BaseEntity target, HitInfo info) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 41
   at object Oxide.Plugins.WarMode.CanLootHelper(BasePlayer looter, BaseEntity target, bool skipVendingCheck) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 2427
   at object Oxide.Plugins.WarMode.CanLootEntity(BasePlayer looter, StorageContainer container) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 2400
   at object Oxide.Plugins.WarMode.InternalCallHook(uint hook, object[] args) in WarMode.cs/Internal:line 64

 

Mr01sam

Posted

Just now, Loutha said:

For the 1.3.0 update, I'm seeing a dozen or so of these errors:

Failed to call internal hook 'CanLootEntity' on plugin 'WarMode v1.3.0' [1627232611] (Object reference not set to an instance of an object)
   at IEnumerable Oxide.Plugins.WarModeMethods.ExtensionMethods.Riders(BaseVehicle baseVehicle) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 1365
   at ModeConfig Oxide.Plugins.WarModeMethods.ExtensionMethods.GetMode(BaseEntity entity) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 1408
   at void Oxide.Plugins.WarMode.DebugAction(string action, BaseEntity initiator, BaseEntity target, HitInfo info) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 41
   at object Oxide.Plugins.WarMode.CanLootHelper(BasePlayer looter, BaseEntity target, bool skipVendingCheck) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 2427
   at object Oxide.Plugins.WarMode.CanLootEntity(BasePlayer looter, StorageContainer container) in F:/TCAFiles/Users/andrewl1/68665/carbon/plugins/WarMode.cs:line 2400
   at object Oxide.Plugins.WarMode.InternalCallHook(uint hook, object[] args) in WarMode.cs/Internal:line 64

 

Hey, can you give some context as to when this is happening? Do you have any custom vehicle plugins?

Loutha

Posted

4 minutes ago, Mr01sam said:

Hey, can you give some context as to when this is happening? Do you have any custom vehicle plugins?

I'm running Portable Vehicles and Train Build Plugin Remastered - I will do so more investigation to try and understand the exact action that is triggering this but I heavily suspect some aspect of Train Build Plugin is the culprit. 

 

  • Like 1
Mr01sam

Posted

2 minutes ago, Loutha said:

I'm running Portable Vehicles and Train Build Plugin Remastered - I will do so more investigation to try and understand the exact action that is triggering this but I heavily suspect some aspect of Train Build Plugin is the culprit. 

 

Sounds good, since I don't have that plugin it may be difficult for me to fix - but hopefully if you can provide enough info I can patch it for you!

Loutha

Posted

47 minutes ago, Mr01sam said:

Sounds good, since I don't have that plugin it may be difficult for me to fix - but hopefully if you can provide enough info I can patch it for you!

It happens when someone accesses an entity container (e.g. Tool Cupboard) that they've placed on a train (made possible via the Train Build plugin). The container is still accessible but I guess Train Build has to do some out of the ordinary stuff to make train building possible.

  • Like 1
Mr01sam

Posted

9 hours ago, Loutha said:

It happens when someone accesses an entity container (e.g. Tool Cupboard) that they've placed on a train (made possible via the Train Build plugin). The container is still accessible but I guess Train Build has to do some out of the ordinary stuff to make train building possible.

That's very helpful, thank you!

  • Like 1
Stark

Posted

I'm having an issue where players cannot leave a team anyone else experiencing this?

  • Sad 1
Ryuu

Posted

Hi,

I am considering buying it . But I have some questions that I would like to know before I buy it.
Regarding the flag limitations I don't see it in the config file: 
1. Is it possible to add a timer for the player, e.g. the player can only choose a flag once in 7 days. 2. Is it possible to set a limit for teams, e.g. PVE players can't join a PVP player's team to avoid being abused.

  • Like 1
Malkizid

Posted

3 minutes ago, AaronL said:

Hi,

I am considering buying it . But I have some questions that I would like to know before I buy it.
Regarding the flag limitations I don't see it in the config file: 
1. Is it possible to add a timer for the player, e.g. the player can only choose a flag once in 7 days. 2. Is it possible to set a limit for teams, e.g. PVE players can't join a PVP player's team to avoid being abused.

Regarding Teams, I'm not sure if there are any inherent restriction rules within this plugin iteself.

As for Flag limitations and other details:  All of the documentation is provided on the plugin page description,
it can also be found here - https://docs.google.com/document/d/1m_HxA8WpPgVNwKPxSfK5NVVn-AxwNDpcNztrZazgtyE/edit?tab=t.0#heading=h.4r4c9u71gbkp

  • Like 1
Malkizid

Posted (edited)

I'm curious about that too, if it would be ideal to use a separate team management plugin to enhance the features of this and help manage / prevent player abuse of the rulesets regarding teams, team limits, changing ofteams etc.

I'd imagine using another plugin to manage teams and team limits would not have any conflicts with this.
Please note I dont  own this and have no experiene with it yet, I'm speculating out of interest in the topic as I would also like to get it.

Edited by Malkizid
Malkizid

Posted

8 hours ago, Stark said:

I'm having an issue where players cannot leave a team anyone else experiencing this?

Hi Stark, sorry  to ping you with a reply as  I've no idea and have no advice.... but now I'm curious as im interested in this, are you using any team management plugins in your set up?

Mr01sam

Posted

9 hours ago, Stark said:

I'm having an issue where players cannot leave a team anyone else experiencing this?

I have not heard this before - would you be able to open a support ticket and add details?

  • Like 1
Mr01sam

Posted (edited)

28 minutes ago, AaronL said:

Hi,

I am considering buying it . But I have some questions that I would like to know before I buy it.
Regarding the flag limitations I don't see it in the config file: 
1. Is it possible to add a timer for the player, e.g. the player can only choose a flag once in 7 days. 2. Is it possible to set a limit for teams, e.g. PVE players can't join a PVP player's team to avoid being abused.

As for the flag thing - yes! You can set a cooldown duration for using the /flag command, which I think is essentially what you are asking. This was actually missing from the google doc (my bad!) but it does exist. The cooldown is in seconds, so for 7 days you would want 60 * 24 * 7 = 10080 for this value.
image.png.cfc6b3e2d37e4ac912e09e4bed1bfa27.png

For the team thing, the plugin does not prevent players from joining teams, however you can set it to force players modes when they join a team. By default, if there is a team of PVP players and a PVE player joins that team, then the PVE player will be forced into a PVP mode. You can enable or disable this feature with the SyncModeWithTeamMembers option. Each Mode has a priority assigned to it, and it willl force all players within the team to whatever mode they share that has the LOWEST priority.
image.png.33e37bd7a1c2b62ccd6521df42dc8037.png

Using default settings, PVP has a priority of 1 and PVE has 2, so PVP is the lower priority, so all players in the team will be forced to PVP. A similar thing happens with bases - if a base has both PVP and PVE owners, then the base will be considered PVP.

I can add prevention as a suggestion as well if you would prefer it work like that.
image.png.3d2497f10381422800150334791be183.png|

image.png.e0d130e309a6966679a0b63c926bc836.png

Edited by Mr01sam
  • Love 1
zulg

Posted

"RaidableBases": {

    "CanEnterPvpRaidableBases": [],

    "CanEnterPveRaidableBases": [],

    "ProtectionRadius": 50.0

What do i put here to enable players to use the raidbase plugin, they keep getting kicked out?

 

Snaplatack

Posted

2 hours ago, zulg said:

"RaidableBases": {

    "CanEnterPvpRaidableBases": [],

    "CanEnterPveRaidableBases": [],

    "ProtectionRadius": 50.0

What do i put here to enable players to use the raidbase plugin, they keep getting kicked out?

 

Like this

 

"RaidableBases": {

 

    "CanEnterPvpRaidableBases": [

    "mode1",

    "mode2"

],

 

    "CanEnterPveRaidableBases": [

    "mode1"

],

 

    "ProtectionRadius": 50.0

  • Like 2
zulg

Posted (edited)

On 2/4/2023 at 1:01 AM, Nerubix said:

Hello, none of the Bases have a TC built in, that´s why he can´t find any. But I´m thinking about a revised Version with TC´s. You could tell me what you think about it. Greetz Nerubix

 

On 11/29/2022 at 4:35 PM, Wajeeh Agbariya said:

is it possible to allow convoy to spawn with the tiered bradleys?

 

Edited by zulg
zulg

Posted

Ok, now i understand, thank you!

  • Like 1

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