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IIIaKa

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Everything posted by IIIaKa

  1. IIIaKa

    Real PvE

    Hello, yes, this plugin works with RaidableBases. In this plugin, the entire map is a PvE zone, but PvP zones can be created through 3rd party plugins(MonumentsWatcher, DynamicPVP, RaidableBases, AbandonedBases, Arena plugins and etc). And most importantly, with this plugin you can keep server.pve true, which allows your server to have the PvE tag in the server browser.
  2. It's also necessary to make changes in RealPVE, I just forgot to mention it right away.
  3. @DesanT @Sergiopalm Yes, I can confirm. For me, the monuments also don't show up after a restart, but only if the server is on Carbon, on Oxide there was no problem. For now, just remove these lines in the MonumentsWatcher plugin, it runs fine without them.
  4. Are you talking about MonumentsWatcher? Or does RealPVE not start and unload after some time?
  5. Maybe. Try removing this if (initial) { Interface.Oxide.ReloadPlugin(Name); return; } lines 1008-1012. But in any case, in the next update of MonumentsWatcher this will already be removed. It just hasn't been released yet because it was prepared for the DeepSea update, which was supposed to come out in November but was postponed to December.
  6. IIIaKa

    plugin issues

    Are you sure that other players can loot other player's minis? Did they definitely register them? Because I tested it both locally and on a live server, and I can't loot other players registered vehicles unless I enable admin looting for myself.
  7. IIIaKa

    plugin issues

    Here’s the temporary solution https://codefling.com/files/sc/23387-does-this-plugin-work-with-abandoned-bases/#findComment-126000
  8. IIIaKa

    plugin issues

    Hello. Which plugin creates these PvP zones?
  9. IIIaKa

    plugin issues

    Changed Status from Pending to Work in Progress
  10. IIIaKa

    Team

    If you have anything to add, feel free to write in this thread.
  11. IIIaKa

    Team

    Changed Status from Work in Progress to Not a Bug
  12. IIIaKa

    Team

    In that case, I'm not sure how you can create groups. Maybe there are plugins that allow group creation in hardcore mode?
  13. IIIaKa

    Admin Mode Open Boxes

    Hello, for admin looting you can use the command /adminpve loot self All available commands with detailed descriptions are listed on the plugin's page.
  14. In the meantime, as a temporary solution, in AbandonedBases.cs, you can add this else if (entity is DroppedItemContainer) { Interface.CallHook("OnEntityEnteredAbandonedBase", new object[] { entity, center, radius, AllowPVP }); } at the end of the "private void OnTriggerEnter(Collider collider)" method(line ~990), approximately at line 1055. And in RealPVE.cs, before private void ForceCompleteBedMission(BasePlayer player), 53 line, add this void OnEntityEnteredAbandonedBase(BaseEntity entity) { if (entity is DroppedItemContainer) entity.OwnerID = 0uL; }
  15. Hello. There is a small issue caused by the lack of inheritance for these entities in vanilla, which makes my plugin forcibly inherit them so that other players can't loot someone else's broken item containers/boxes. Because of this, a conflict occurs with AbandonedBases. I contacted @nivex so he can add an API or a hook that will allow my plugin to ignore entities associated with his plugin.
  16. IIIaKa

    OnEntityEnteredAbandonedBase

    Hello, is it possible to add the hooks "OnEntityEnteredAbandonedBase" and "OnEntityExitAbandonedBase"? Or at least an API method that can be used to check whether an entity is a participant in a base raid or not(I think API will be better). The issue is that in vanilla, when item containers(storage boxes and etc.) are destroyed, the OwnerID of created DroppedItemContainer is not inherited from them and is always set to 0, even if the parent entity had a player's userID as OwnerID. This creates problems for PvE plugins. Because of this, my plugin uses Harmony(method ModDroppedContainer2 in RealPVE) to fix this oversight by inheriting the OwnerID for DroppedItemContainer from their parents. As I understand from your plugin, during the event all OwnerIDs are reset to 0 to avoid conflicts with PvE plugins. But, after entities die, you restore their OwnerIDs, and therefore my plugin also inherits a non-zero OwnerID for the DroppedItemContainer instead of 0, and players can't loot them. That's why it would be useful to have an API or a hook to know whether inheritance is needed for this DroppedItemContainer.
  17. It would also be nice to have the ability to add a comment when manually granting access to the plugin, since over time it's easy to forget why the access was given. And to have the ability to revoke a manually issued license so that it doesn't get deleted, but is instead marked as expired.
  18. IIIaKa

    OnVehicleModuleMove

    Is this error still happening on your end? I've run the server on the latest version of Carbon and restarted it several times, but I haven't seen this message appear even once.
  19. IIIaKa

    OnVehicleModuleMove

    Hello, sorry for the late reply. This issue is caused by Carbon not handling hook overloads well. I'll try to get in touch with them.
  20. IIIaKa

    OnVehicleModuleMove

    Changed Status from Pending to Work in Progress
  21. IIIaKa

    Stark: Incorrect monuments

    If the issue persists, feel free to report it in this thread.
  22. IIIaKa

    Stark: Incorrect monuments

    Changed Status from Work in Progress to Not a Bug
  23. IIIaKa

    Stark: No zone images

    If the issue persists, feel free to report it in this thread.
  24. IIIaKa

    Stark: No zone images

    Changed Status from Work in Progress to Not a Bug
  25. If the issue persists, feel free to report it in this thread.
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