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Mr01sam

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Everything posted by Mr01sam

  1. Mr01sam

    Stash Protection

    Even if they are within a building zone?
  2. Mr01sam

    Backpack Trading

    I'm trying to understand this a bit more - so this is only a problem when trading between two modes that other cannot share loot right? Like two PVP players can drop backpacks and share items between them with no issues (because they both are allowed to loot stuff from other players). But this is a problem when two PVE players try and trade right? If that's the case, then I would say this is expected behavior - the PVE players generally cannot take things that belong to other players unless that other player is on the same team as them. If they're on the same team, then it should allow them to trade backpacks. That's at least how it is supposed to work, if not - then its a bug.
  3. I'll have a fix for this in the next update
  4. After reading your link you posted, I'm thinking about allowing a sort of "wildcard" operator so that you can define partial names for zones that will apply the mode. So the config would look like this: "ForceModeInZone": { "~some_zone": "pve" } The syntax might change, but basically the idea is that if you put a ~ in front of the zone name it will force pve on any zone that contains the zone name you provided. Would something like this achieve what you need?
  5. Mr01sam

    Heli Crates?

    Its jinxed now lol - I'll leave this open as a "bug" until its fixed
  6. Mr01sam

    Heli Crates?

    If the heli crate fell into a base privilege area, WarMode would probably block it if the player doesn't have permission to loot stuff within that area. If that's the case, maybe I'll want to add an exception for that. Other than that scenario, I don't see why WarMode would have any restriction on it - but I haven't tested it so I'd be curious to know what it does.
  7. Hello! So I loaded up your config and tried it out, but I wasn't able to reproduce the issue - I attacked a base (as a PVP player) that was owned by a PVE player and I was not able to damage it. However, I did notice something about your config - you have Chat notifications off and do not have any alternative notifications (such as Toastify) enabled, so the attacking player will not receive any message that they cannot raid something. So what I was seeing is that the protection is working correctly, it just appears to not do anything because the attacker isn't notified. Can you confirm if this is the issue or we should try and see what else could be the problem? If you don't think this is the problem I would suggest using the /warmode.tc command to "inspect" what the true mode of the base that you're expecting to be PVE is. Keep in mind that if a base has ANYONE authed on it that is PVP then the entire base will be considered PVP and therefore will be raidable.
  8. Mr01sam

    Backpack Trading

    Yeah I'll have to see if I can distinguish that - good catch btw
  9. Mr01sam

    Backpack Trading

    Hmm, so you're saying the "owner" assigned to a backpack is the person who crafts it and not just the person who was wearing it? If so, yeah I'm gonna have to look into what I can do about that.
  10. Yes - unfortunately this is a known limitation of RaidProtection. When you set the cost to be free, it cannot have a duration. This is because when you set a duration, it really just sets the max balance on a TC. I will have to look into if I can make this possible for raid protection - because currently it is not.
  11. Mr01sam

    War Mode PVP/PVE

    Yup, this is correct - if you want to change the wording on the spawnui you should update the lang file.
  12. Changed Status from Pending to Closed
  13. So currently, player protection has nothing to do with the base and has to do with the individual player's mode. I'll add this to my suggestion board as a feature to allow mode override when in an abandoned base, but I'm going to mark this as close for now since it technically works as intended.
  14. I'll check this out - can you post your config just so I can test the exact same setup?
  15. Mr01sam

    Zombie virus

    Changed Status from Pending to Closed
  16. Mr01sam

    Zombie virus

    This might be fixed in the latest version
  17. Mr01sam

    error with new update

    Changed Status from Pending to Closed
  18. Mr01sam

    error with new update

    I think this should be fixed in the newer versions
  19. Mr01sam

    not treated

    Changed Status from Pending to Closed
  20. Mr01sam

    not treated

    I could not reproduce this with the latest version - I recommend trying that and reopening a ticket if it is unresolved.
  21. Mr01sam

    null ref

    Changed Status from Pending to Closed
  22. Changed Status from Pending to Closed Changed Fixed In to 1.2.8
  23. This should be fixed in 1.2.8
  24. Changed Status from Pending to Closed Changed Fixed In to Next Version
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