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Everything posted by ZA_Machete
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private void PingHackableCrateFor(BasePlayer player) { if (hackableLockedCrates.Count == 0) return; bool isTempAdmin = false; try { if (!player.IsAdmin) { player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, true); player.SendNetworkUpdateImmediate(); isTempAdmin = true; } player.SendConsoleCommand("ddraw.text", new object[] { 1f, Color.red, hackableLockedCrates.First().transform.position + Vector3.up * 2f, $"<size=24>◈</size>" }); } finally { if (isTempAdmin) { player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, false); player.SendNetworkUpdateImmediate(); } } }
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After extensive testing and back-and-forth with this plugin, I decided to remove my PvE plugins to eliminate that possibility. However, the event still grants god mode when players leave it. I investigated further and found that when the locked crate is opened, if a player enters the event and then leaves, they receive god mode. I ran several tests without the locked crate spawning, and everything worked fine—no god mode was granted in those cases. However, this approach also means that reinforcements cannot be called in.
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- #leveling
- #progression
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- #convoy
- #helicopter
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- 294 comments
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- #bradley
- #bradleyapc
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