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War Mode PVP/PVE 1.3.7

$24.99
   (9 reviews)
Message added by Mr01sam,

READ THIS BEFORE UPDATING
When updating this plugin don't forget to install the latest versions of the extension plugins if you are using them on your server! All extension plugins are available (for free) at the bottom of the page!

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ShadoW6

Posted (edited)

28 minutes ago, tortuga said:

ZMAZ just does the same thing that DynamicPVP does. Generates a zone identifier to be able to plug into WM. Any which way, ZMAZ doesnt work for cargo, heli or bradley. DynamicPVP is required for those zones. If it doesnt work, it doesnt work. I just want to prevent pve players from grubbing the heli loot, bradley or cargo with no consequence. 

there is a plugin for that so who take down Heli, Bradley or hack hackable crate is locked to this one player. 
I already have something like that for Hackable crate.  Also you cant have one plugin for everything.

https://umod.org/plugins/loot-defender

Edited by ShadoW6
SlayersRust

Posted

Could someone please let me know what my config should look like to move the PVE and PVP Icons to the left of the weapons bar? similar to how my backpack is to the right?

Thanks for any help!

{
  "BadgesForModes": {
    "pvp": {
      "CustomJson": null,
      "Background": {
        "Color": "0 0 0 0",
        "Image": null,
        "UseRawImage": false,
        "AnchorMin": "0.5 0",
        "AnchorMax": "0.5 0",
        "OffsetMin": "-32 78",
        "OffsetMax": "32 142"
      },
      "Icon": {
        "Show": true,
        "Color": "0.77255 0.23922 0.15686 1",
        "Image": "assets/icons/weapon.png",
        "UseRawImage": false,
        "AnchorMin": "0 0",
        "AnchorMax": "1 1",
        "OffsetMin": "16 24",
        "OffsetMax": "-16 -8"
      },
      "Text": {
        "Show": true,
        "Format": "{0}",
        "Font": "RobotoCondensed-Bold.ttf",
        "FontSize": 14,
        "Color": "1 1 1 1",
        "AnchorMin": "0 0",
        "AnchorMax": "1 1",
        "OffsetMin": "8 8",
        "OffsetMax": "-8 -8",
        "Align": 7
      }
    },
    "pve": {
      "CustomJson": null,
      "Background": {
        "Color": "0 0 0 0",
        "Image": null,
        "UseRawImage": false,
        "AnchorMin": "0.5 0",
        "AnchorMax": "0.5 0",
        "OffsetMin": "-32 78",
        "OffsetMax": "32 142"
      },
      "Icon": {
        "Show": true,
        "Color": "0.545 0.855 0 1",
        "Image": "assets/icons/peace.png",
        "UseRawImage": false,
        "AnchorMin": "0 0",
        "AnchorMax": "1 1",
        "OffsetMin": "16 24",
        "OffsetMax": "-16 -8"
      },
      "Text": {
        "Show": true,
        "Format": "{0}",
        "Font": "RobotoCondensed-Bold.ttf",
        "FontSize": 14,
        "Color": "1 1 1 1",
        "AnchorMin": "0 0",
        "AnchorMax": "1 1",
        "OffsetMin": "8 8",
        "OffsetMax": "-8 -8",
        "Align": 7
      }
    }
  }
}

Screenshot 2025-01-12 211255.png

dustyhansen

Posted

On 1/11/2025 at 8:29 PM, tortuga said:

The issue that I have is dynamic pvp uses a number to create a zone for heli or bradley. Its not a static name. I can make a bubble, it will say you have entered a pvp zone, but warmode wont work if it doesnt have the zone identifier from ZoneManager if I am correct. So Dynamicpvp made the zone pvp, but the zone identifier is not the same every day. 

Did you figure this out? I am trying to make Dynamic PVP work with Cargo and War Mode...

Ryuu

Posted

[WarMode] EXCEPTION: System.NullReferenceException
target=LegacyShelterDoor, attacker=BasePlayer

Hi,
I got this error message after updating 1.3.4

dustyhansen

Posted

On 1/16/2025 at 4:36 PM, dustyhansen said:

Did you figure this out? I am trying to make Dynamic PVP work with Cargo and War Mode...

I think I got it working, but unfortunately it makes Harbor Event cargo PVP too, so lol.

SlayersRust

Posted

Can we fix the errors with Convoy, Caravan, Armored Train plugins etc.

Calling hook OnTrapTrigger resulted in a conflict between the following plugins: WarMode - False (Boolean), Sputnik (True (Boolean))

tortuga

Posted

On 1/18/2025 at 6:14 PM, dustyhansen said:

I think I got it working, but unfortunately it makes Harbor Event cargo PVP too, so lol.

I did! I used dynamicpvp to set the zones then I just added "name~dynamic": "pvp" to enable all zones enabled pvp in dynamic pvp as pvp in war mode. 

  • Like 1
Chillzone - PvE

Posted

It would be nice if the entire config doesn't reset back to default settings because of one small stupid mistake. 

Stark

Posted (edited)

I'm confused on this setting here: I thought this was for Chat -- but doesn't look like it is. if not then what is this for?  Because I've changed the color on this many times and it just stays white. 

Screenshot 2025-02-06 at 5.57.24 PM.png

Edited by Stark
Mr01sam

Posted

Just now, Stark said:

I'm confused on this setting here: I thought this was for Chat -- but doesn't look like it is. if not then what is this for?  Because I've changed the color on this many times and it just stays white. 

Screenshot 2025-02-06 at 5.57.24 PM.png

Hey, thats for when the mode is mentioned in chat by one of the built in messages. Like for example when it says "You cannot loot the containers that belong to PVP players."  The pvp part will be the color you set it to.

Kleementin

Posted

I was wondering what's happening to players who have PVE turned on during raid.

Are they just not killable?

This could make raiding almost impossible.

Stampy

Posted

question with this plugin is there a way to restrict someone who is in PVE mode to not use certain commands? For example i have this King plugin where if a player kills the King they become the King but i dont want them to or be able to use the /king command to open the menu

Stark

Posted

8 hours ago, Stampy said:

question with this plugin is there a way to restrict someone who is in PVE mode to not use certain commands? For example i have this King plugin where if a player kills the King they become the King but i dont want them to or be able to use the /king command to open the menu

Nope. Not at all. 

Stark

Posted

It only deals in PvE and PvP features. Nothing to do with commands at all

Stampy

Posted

1 hour ago, Stark said:

It only deals in PvE and PvP features. Nothing to do with commands at all

well that disappointing well ill pass on this then thank you for telling me 

Stark

Posted (edited)

10 minutes ago, Stampy said:

well that disappointing well ill pass on this then thank you for telling me 

That shouldn't stop you from getting the plugin though. You're basing everything on a personal preference on personal server preference issues. No plugin is 100% taking every possible situation or other plugins into account. Quite simply, it's not their job to do so. It's a courtesy a few are willing to keep up with the demand. 

Edited by Stark
Mr01sam

Posted

13 hours ago, Stampy said:

question with this plugin is there a way to restrict someone who is in PVE mode to not use certain commands? For example i have this King plugin where if a player kills the King they become the King but i dont want them to or be able to use the /king command to open the menu

Yes - you can have it so PVE players can only use X command and PVP players cannot use that command. Each mode has its own oxide group that gets generated. For example, the PVE mode group is called "warmodepve" you can assign permissions to this group like you would with any other oxide group. So yes, you can control if a player can use a command based on the mode they have.

Mr01sam

Posted

On 2/12/2025 at 4:34 PM, Kleementin said:

I was wondering what's happening to players who have PVE turned on during raid.

Are they just not killable?

This could make raiding almost impossible.

This plugin lets you customize every interaction a player has with other players. By default, PVE players cannot raid other players at all - it wont let them damage other players buildings and yes other players cannot harm them either. However, this is just the default settings, you completely change these interactions. I recommend also downloading the extension plugin WarMode Admin Panel (its free) which will let you configure all these interactions in game and instantly apply changes.

Stark

Posted

37 minutes ago, Mr01sam said:

Yes - you can have it so PVE players can only use X command and PVP players cannot use that command. Each mode has its own oxide group that gets generated. For example, the PVE mode group is called "warmodepve" you can assign permissions to this group like you would with any other oxide group. So yes, you can control if a player can use a command based on the mode they have.

That I did not know was possible

  • Like 1
TomHud

Posted

what happens if someone is in pve mode builds a base and has another player who is not in the team but who is with them and they have PVP mode enabled

 

Basically they can raid everyone and then come back to the safety of the pve base for security

What is implemented to stop this sort of behaviour ???

Stampy

Posted

9 hours ago, Mr01sam said:

Yes - you can have it so PVE players can only use X command and PVP players cannot use that command. Each mode has its own oxide group that gets generated. For example, the PVE mode group is called "warmodepve" you can assign permissions to this group like you would with any other oxide group. So yes, you can control if a player can use a command based on the mode they have.

ow ok thank you guess that other person lied then 

Mr01sam

Posted

15 hours ago, Stampy said:

ow ok thank you guess that other person lied then 

They just probably didn't realize that - lots of features in this plugin 🙂

Mr01sam

Posted

On 2/14/2025 at 1:59 PM, TomHud said:

what happens if someone is in pve mode builds a base and has another player who is not in the team but who is with them and they have PVP mode enabled

 

Basically they can raid everyone and then come back to the safety of the pve base for security

What is implemented to stop this sort of behaviour ???

So if a base has mixed mode owners (some of the owners are pvp, and some are pve) then the base's mode will be whatever mode is first priority among the modes. With default settings, pvp mode overrides pve mode. So in the case where a base has some pvpers and some pvers, the entire base is considered pvp - so it can be raided by other pvp players.

Same goes for teams, if a team is mixed of pvp and pve players, then all the players in the team will be set to pvp (if you have the team sync config option enabled).

  • Like 1
nivex

Posted (edited)

heya @Mr01sam 

there is an issue with the CanBeTargeted hook. it returns true when CanEntityBeTargeted returns true, instead of null. this causes the native AutoTurret.ObjectVisible method to return early. that bypasses the visible checks and results in turrets shooting at players behind walls.

if your call to CanEntityBeTargeted returns true then you can return null from CanBeTargeted. then the game can continue with its visible checks in AutoTurret.ObjectVisible

Edited by nivex
  • Like 1
Mr01sam

Posted

7 hours ago, nivex said:

heya @Mr01sam 

there is an issue with the CanBeTargeted hook. it returns true when CanEntityBeTargeted returns true, instead of null. this causes the native AutoTurret.ObjectVisible method to return early. that bypasses the visible checks and results in turrets shooting at players behind walls.

if your call to CanEntityBeTargeted returns true then you can return null from CanBeTargeted. then the game can continue with its visible checks in AutoTurret.ObjectVisible

I'll make the update - thank you!

  • Love 1

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