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Everything posted by HunterZ
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There are a few major problems, which was highlighted by someone already attempting to implement this: It's highly exploitable, especially since there's no true way to track ownership of a base - or especially a tugboat PBPZ's code architecture wasn't designed with player toggling in mind, so it ends up being a heavy operation on the server, and has a lot of nasty corner cases where things could get confused PBPZ creates PVE exclusion bubbles around bases. TruePVE will not apply its PVE rules to interactions that occur between a player/object and another player/object if they're both in a PVE exclusion state.
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Another weird state - showed 1/3 votes right away, and didn't kill heli on reaching 3/3: Reloaded the plugin to force a data file write, and got this: { "activeHelis": { "510246": false }, "playerVotes": [ "76561199132038841", "76561197996887338", "76561198017061212" ] } "Percentage of vote's required [0 - 100]" is set to 75.0 Edit: Someone on my server says it now shows 4/5 for them, while it says 4/4 for two other players - super confusing lol.
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- 447 comments
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- 1
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- #statistics
- #leaderboard
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I wrote my own Discord integration plugin. It prioritizes title holder because sometimes there are ties. Ah, my players and I were assuming it included wolf skulls. My server is hybrid PVP/PVE, so there isn't a lot of player skull crushing going on. Would be nice to get an option to count wolf skulls - or maybe even a separate counter for everything under the "swappable" mechanic (crushing/gutting).
- 447 comments
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- #statistics
- #leaderboard
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It seems that the plugin doesn't update the title holder for Time Played very often... I've got someone with 2.5 hours more play time than the current title holder. I verified the screenshot below by checking Oxide groups in Carbon that Apex-Predator has the timeplayed group, even though hacksforreall actually has more time played this wipe. Also Skulls Crushed is still broken. I've been meaning to look into this myself but haven't yet.
- 447 comments
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- #statistics
- #leaderboard
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Initial message seems wrong - should say 0/2 needed, because I have it set to 75 percent and 2 players are on. The voted message seems correct in this case.
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This plugin contains separate Carbon and Oxide flavors inside, and I think only the Carbon one was fixed. Here's an untested attempt to port the Carbon fixes to Oxide: https://gist.github.com/HunterZ/c8c848d159fadad6e020bf139b6bac08 An official update from Edwin is now available, please use that instead!
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This seems off - with 4 players online, and voting threshold set to 0.75, it claims 4 votes are needed:
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Thanks, still testing this... I didn't realize the messages get stored in the config file instead of a lang file, so they were still confusing.... I've done a reset so that I can test against the new messages.
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No, nobody has that permission. To clarify, the issue is that 2 people had voted, 1 logged off, but it still said 2 people have voted instead of only 1. Speaking of the "blacklisted" permission, why does it not have a killhelivote2 prefix?
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Sounds good. Another possible issue: 3 people online. 2 voted. One of the voters logged off. Now it says this:
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We just had a successful vote with 4 people online. The last voter reported getting only a single kill message, so I'm not sure why I saw two myself. At this point the only issue I have is that the messages and/or numbers don't make sense: "We are still waiting for 0/4 players to vote!" "We are still waiting for 1/4 players to vote!" "We are still waiting for 2/4 players to vote!" "We are still waiting for 3/4 players to vote!" Either the numbers should count down instead of up: "We are still waiting for 4/4 players to vote!" "We are still waiting for 3/4 players to vote!" "We are still waiting for 2/4 players to vote!" "We are still waiting for 1/4 players to vote!" ...Or the text should be changed so that the number progression makes sense: "0/4 needed players have voted!" "1/4 needed players have voted!" "2/4 needed players have voted!" "3/4 needed players have voted!"
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Some initial findings: Shows both toasts and chat messages, even when toasts are disabled. Shows "We still need 0/1 votes!" when a single player is online, and they haven't voted (seems like it should say "still need 1/1 votes" or "have 0 of 1 needed votes"). Shows "1 Patrol Helis have been KILLED!!" twice in a row in chat on vote.
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Thanks, I'll give it a try and get back to you.
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No worries, just wanted to make sure you saw it. I've been tempted to rework the plugin but I'd rather let you do it lol
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First, something is off with the vote count...the "still needed" number seems to go up instead of down as more people vote. Second, while the plugin saves off the list of voters, it doesn't re-add them to `votingProperties.votes` if the plugin gets reloaded. If it helps, here is my config: { "Settings": { "Time to announce heli vote's [in seconds]": 300, "Percentage of vote's required [0 - 100]": 80.0, "Cancel vote for Helicopters spawned by a player [Requires: Heli Signals]": false, "Cancel vote for locked Helicopters [Requires: Loot Defender]": false }, "Commands & Permissions": { "Heli vote Command": "voteheli", "Heli kill command [Requires admin perm]": "killhelis", "Voting Permission": "use", "Admin Permission": "admin" }, "Messages": { "Use Chat Messages?": true, "Use chat for Server Messages?": true, "Use Toastify Messages?": false, "Use Toastify for Server Messages?": false, "Use Notify Messages?": false, "Use Notify for Server Messages?": false, "Steam ID to use for the image for messages? [0 = default]": 0 }, "Notifications": { "Toastify Positive Msg ID": "success", "Toastify Negative Msg ID": "error", "Toastify Msg Duration": 10.0, "Notify Positive Msg ID": 0, "Notify Negative Msg ID": 1 }, "Version": { "Major": 1, "Minor": 2, "Patch": 4 } }
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- 284 comments
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- 1
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- #updates checker
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Changed Status from Pending to No Response
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Turrets in non-peacekeeper mode should already shoot unauthenticated players on sight, per vanilla behavior. Are you running a plugin that changes that maybe?
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I'm confused: You want turrets to wait, or to shoot on sight? This plugin currently doesn't do anything except tell your PVE plugin to treat areas around bases as vanilla PVP, so turrets should have vanilla behavior.
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I don't plan to charge for this plugin, so someone can take it over if/when I stop maintaining it. Can you describe the issue in more detail? This plugin doesn't currently do anything explicit to affect turrets - it just creates Zone Manager zones and tells your PVE plugin to treat them as PVP zones.
