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IIIaKa

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Everything posted by IIIaKa

  1. IIIaKa

    Error

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

    Error

    I tried running it on a server with a folder name like yours and got the same error. However, after removing the # symbol, everything worked. But I would still recommend getting rid of spaces in folder names as well, you could use something like "modded_1" instead.
  3. IIIaKa

    Error

    Hello, it is usually recommended not to use different symbols in folder names, only letters and numbers, as well as to avoid spaces(use _ instead). I suspect that this is because of #.
  4. IIIaKa

    Error

    Changed Status from Pending to Work in Progress
  5. IIIaKa

    Real PvE

    I'm telling you, new plugins are released every day, and I don't see the point in giving special attention to each one. I'm simply asking you to add universal hooks for PvE plugins(2-3 lines), player entry and exit(and bags after death) from the arena. That's it, our interaction ends there, there’s no need for a plugin reference. You're worried about the performance difference between HookMethod and CallHook, but again, your arena isn't running 24/7, players aren’t entering and leaving it by the hundreds every second, and your plugin only allows creating one arena at a time(at least, that was the case last time). And again, I already tested the proposed method back in November last year, everything worked as expected if you notify about player entry and exit, as well as the "entry" of the bag(entity) after death. If I'm not mistaken, you forcibly create it yourself. The RealPVE plugin is subscribed to universal hooks that notify PvE plugins about PvP interactions for players and entities. Nothing more is needed in this regard. You're hard to understand, you say you understand why I don’t want to add your hook to the one(OnEntityTakeDamage) that triggers every time damage is received, yet at the same time, you say you won’t add universal hooks "just for one plugin". But how else am I supposed to know that a player is in PvP mode? Fine, you can also call these hooks not through Interface.CallHook but through RealPVE.Call, but what’s the advantage of a direct dependency? You could simply use Interface.CallHook, and any other plugin could subscribe to this hook in the future as well. That way, you wouldn’t have to do the same thing for every new plugin.
  6. IIIaKa

    Real PvE

    Players enter and exit the arena far less frequently than the OnEntityTakeDamage hook is triggered. So, what’s the point of checking whether a player is in the arena every single time OnEntityTakeDamage is called? Instead, you can simply notify all PvE plugins once when a player enters the PvP arena and once when they leave. What is the benefit of your suggestion? Your approach involves a constant check on every damage event.
  7. IIIaKa

    Event Supermarket

    Hello, which plugin?
  8. IIIaKa

    Arena Tournament

    No, the RealPVE plugin does not create PvP events on its own, except for PvP monuments. However, it allows other plugins to mark/unmark the PvP flag for players and entities. This means that other plugins, whether an arena plugin or PvP zones, can use the universal hooks mentioned above to notify any PvE plugins(not only RealPVE) that certain players or entities should be marked with a PvP flag, or have it removed when they leave the area. Additionally, there is an option to set a PvP delay when leave such zones.
  9. IIIaKa

    Arena Tournament

    Hello.
  10. IIIaKa

    OnEntityTakeDamage

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

    OnEntityTakeDamage

    Changed Status from Pending to Fixed Changed Fixed In to 0.1.14
  12. IIIaKa

    Real PvE

    Hello, Adding the 'CanEntityTakeDamage' hook will indeed solve this issue for your plugin, but it's a workaround rather than a proper solution. You seem to be forgetting that a server can have over 100,000 entities(depending on map size and other factors). Every entity takes damage, and multiple entities can take damage per second. Each instance of damage is already processed by the RealPVE plugin, and if we add additional calls to your hook, that will at minimum double the number of calls. Then other plugins will start requesting their own hooks as well, just to avoid handling support requestsб further increasing the number of operations per damage event. Additionally, your arena is not active 24/7, meaning that in most cases, calls to your hook would be wasted. When they are relevant, they still create unnecessary server load. That’s why RealPVE is designed to work with general-purpose hooks(listed in the Developer API section) that allow marking or unmarking entities and players as PvP. This avoids the need for extra hook calls every time something takes damage. These are universal hooks, meaning your plugin doesn’t need to know about RealPVE, nor does RealPVE need to be referenced in your plugin. You simply call these hooks when a player enters the arena(PvP mode) and when they leave(there’s no need to call the hook on death). This makes the hooks not only efficient but also universal, any future PvE plugin, not just RealPVE, can utilize them. Your plugin doesn’t need to care about PvE plugins, and PvE plugins don’t need to care about your plugin. Nobody needs to worry about future plugins breaking compatibility. I’ve thoroughly documented these integrations in the Developer API section, probably more extensively than most other developers do for their plugins. You just need to read the documentation and copy-paste a few lines into the appropriate places, replacing them with your identifiers. Before adding these hooks(in November 2024), I even discussed this with you in private messages, explained their purpose, and asked you to add them. I even pointed out exactly where to insert the three necessary lines. I personally tested everything at that time, and it worked perfectly with those changes. However, you stopped responding. So I don’t quite understand why you are now asking me to add this hook when there is a proper solution that you already know about, one that will save server owners valuable performance.
  13. IIIaKa

    Arena Tournament

    @NEXT@fermens Hello, the RealPVE plugin subscribes to the hooks OnPlayerEnterPVP, OnPlayerExitPVP, and others(Developer API section) that allow other plugins to mark players with a PVP flag. The Arena plugin author just needs to let RealPVE know that players in the arena should have the PVP flag, it’s literally just a couple of lines of code.
  14. IIIaKa

    Backpacks conflict

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

    Backpacks conflict

    Changed Status from Work in Progress to Fixed Changed Fixed In from 0.1.14 to Next Version
  16. IIIaKa

    Backpacks conflict

    Hello, yes, this issue has already been fixed in a future update. Besides that, admins couldn't turn on furnaces and refineries with admin loot enabled.
  17. P.S. A plugin that works with AdvancedStatus.
  18. Changed Status from Pending to Not a Bug
  19. You also can ask the author of the BalanceStatus plugin to add direct support for AdvancedStatus, it wouldn’t take much effort. But I suspect that the author is no longer maintaining this plugin, as purchases are disabled and the last support request has been unanswered since February of last year.
  20. @Bad Cop Hello. You have opened a support request in the AdvancedStatus plugin, but you need to open it in the support section of the BalanceStatus plugin. Additionally, I can see that AdvancedStatus is not listed among the supported plugins of BalanceStatus.
  21. IIIaKa

    Command pstatus not working

    At the moment, you need to enter the full command, "/pstatus display" In the next update, I will add messages for incorrect command input.
  22. IIIaKa

    /wipe add broken

    Hello, I'm glad that the issue has been resolved
  23. Hello, you opened a support ticket regarding the RealPVE plugin in the TwigsDecay plugin. OnEntityEnter is an On object hook, meaning its return value doesn’t matter for plugins. It's just a warning that can be ignored, it doesn't affect anything, aside from being annoying with console messages. Oxide simply doesn’t account for this when checking for hook conflicts. I've already found and suggested a solution to this issue, but it needs approval. You can also support this solution to help get it approved faster. https://github.com/OxideMod/Oxide.Core/pull/103
  24. IIIaKa

    conboy

    Hello. OnEntityTakeDamage is an On object hook, meaning its return value doesn’t matter for plugins. It's just a warning that can be ignored, it doesn't affect anything, aside from being annoying with console messages. Oxide simply doesn’t account for this when checking for hook conflicts. I've already found and suggested a solution to this issue, but it needs approval. You can also support this solution to help get it approved faster. https://github.com/OxideMod/Oxide.Core/pull/103
  25. IIIaKa

    Command pstatus not working

    Hello, could you please specify the exact command you're entering(in full)?
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