
Goblox
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Everything posted by Goblox
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.14
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The config line "Zone Tag (Adds this string to zone names)": "_PVP" allows you to add a string that doesn't change to the end of zone names. I need a unique ID to lookup zones (so that we can destroy only one zone in particular when needed.) Good news is that if you add something like "_MYTAG" to the end of each name with the zoneTag, it becomes trivial for any other plugin to substring for "_MYTAG" and find them that way.
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To the best of my knowledge, truepve should work fine too. I don't recall if it's missing the more advanced ruleset/zoneflag options you could use (but most don't).
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Next-gen sort of went away, I'm not sure what's going on there. I'd use truepve.
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Changed Status from Pending to Not a Bug
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Excellent.
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I wouldn't want to remove tc zones on unload/restart to avoid a huge server pause. ...but i guess i could make it optional. I think you could achieve what you want by modifying config to disable tc zones and then reloading the plugin. I'm assuming you don't have a great way to automate modifying the config file?
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Changed Status from Pending to Not a Bug
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I'd like to think that in practice this doesn't happen very often but, I suppose people will always find a way to scum-bag. Yeah, I'll look into it but I'm afraid with a newborn on hand, I don't have a lot of time for new features.
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- 61 comments
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Changed Status from Pending to Closed Changed Fixed In to 1.1.11
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Oops. That's been there for a while. I guess not many people are disabling TCs. A zero radius should now be respected for TCs, and created TCs should be cleaned up when TCs are disabled in the .11 version. Thanks,
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I tried for myself just to be sure something unexpected wasn't happening but I can't reproduce this behavior. Oxide does have event hooks for Cupboard authorize and clearing cupboard auths, but AgileZones does not use them and has no way of knowing when someone auths or clears the auth list. The only way to get AgileZones to start working to remove a TC zone is to destroy the TC. Maybe there is some other exploit -- although I did test around obvious stuff like placing a TC, destroying it, and placing another before the first delay had completed -- but I don't think anyone is simply clearing auths to prevent a zone from being created. I don't see a way for it to happen in the code, and I can't make it happen in game. Please re-test.
- 61 comments
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Sorry I wasn't working on this for a while. I had a wedding the day you posted this and then it was baby stuff leading up to a 2 month hospital stay for mother and eventually child. Yeah, I'm pretty frustrated with the zone notifications. It's a limitation of ZoneManager. I'm going to try to contact k1lly0u and see if he's open to getting a change or two into the release. As far as the naming issue, well... it's a more than a little late but, sure. I'll add a route to append an optional prefix to zone names.
- 61 comments
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I'm afraid I didn't quote you but, it's the response right after your question. If I'm honest, I haven't used Dynamic PVP. It looks like it doesn't handle Tool Cupboards... if not, then that would be the USP. As far as I could tell, nothing existed to automatically manage zones around bases when I started working on the plugin. And yeah, I suppose the price is still approximately what you'd spend on a meal at McDonalds for one.
- 61 comments
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Changed Status from Pending to Can't Reproduce Changed Fixed In to 1.1.6
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I played with this a bit but I can't reproduce it. a TC zone is removed when the TC is destroyed. Maybe you have people destroying their TC's? I had considered that as a raid defense which is partly why I added the cooldown timer. ...but also it would leave you open to someone else dropping their own TC so that seems like a bad play.
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You tested this? It's been a while since I worked on anything related to TCs so... it seemed plausible but, now that I look at the code, the only way a TC zone is removed is if the TC is destroyed. Auths shouldn't have anything to do with it.
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- 61 comments
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Changed Status from Not a Bug to Closed
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- 61 comments
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.6
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So yes, these are ZoneManager flags. I'm assuming you were getting an error about casting from string to String[]. You can use this format in the config: "TC Zone Flags": ["noturrettargeting"], And if you want more than one value, it would be ["noturrettargeting", "keepvehiclesout "] Let me know if this gets you where you want to be,
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...so if I'm recalling this correctly, they probably should be named "Rule Flags" instead of "Zone Flags" which actually is a ZoneManager. concept. ...I want to say those are being passed on to the PVE System but I'll have to check the code.
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Interesting. If I'm honest I've never actually tested them personally. It should be a path to configure flags for NextGEN or TruePVE. The flag you're setting would need to be supported by the PVE system you're using so I guess that would be "TurretsIgnorePlayers" for TruePVE? What's the error you're getting?