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Everything posted by Mr01sam
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Very close.. in v1.2 of WarMode (the current version), you have to specify the zone id (not the zone name), and the value is just a string not a list. So it would need to look like this. "ZoneManager": { "ForceModeInZone": { "zoneidhere":"pvp", } }, This will make any zone that has a zone id of "zoneidhere" a forced pvp zone. Now, if you want to use the zone name instead, that's actually a feature I'm adding in v1.3 of WarMode, which is currently being tested.. if that's something you're interested in, I can DM you an early copy to try out if you would like. Just let me know!
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WarMode doesnt have any rules for hacked crates (since they aren't owned by players) so yes, there is nothing stopping a PVE player from grabbing it. However, I highly recommend using WarMode alongside ZoneManager in this situation to setup zones that are forced PVP. You can do this in the config, and then PVE players will have to enter the forced PVP zone if they want to loot the hacked crate. Edit: Some people suggested LootDefender, which is another great option!
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Can you provide some info on when this happens and what simple status plugins you have? It looks like some plugin is not providing a translation string in the right format.
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Ah okay, then this makes sense for how it currently works. It currently does not know a difference between a backpack that was willingly dropped and one that was dropped due to death. In the case of death - typically people don't want other players to be able to loot PVE players, which is why PVP -> PVE and PVE -> PVE interactions wont let you loot the backpack. For the time being, if you want backpacks to be lootable, you would have to enable players to be able to loot PVE players. In the next update I'm going to be expanding the granularity of what is protected/unprotected, perhaps I can include a section for backpacks so you can choose how you want backpacks to be handled specifically. Also, I'm going to be including fixes for a lot of your bug reports in the next update too, which is a big update so that's the reason why its taking some time (just so you know!). As for the parachute, I'm not sure what's going on there - is it possibly within a building zone that belongs to someone else? As for clans support, currently it just supports team members, but I'm considering support for clans as well.
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Changed Status from Closed to Not a Bug
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Changed Status from Pending to Closed
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Currently, WarMode only protects containers that are placed within building zones, so if they are outside of a building priv then it is working as expected if they are not protected. I can add this as a feature suggestion though.
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Changed Status from Pending to Closed
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Even if they are within a building zone?
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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.
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I'll have a fix for this in the next update
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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?
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Its jinxed now lol - I'll leave this open as a "bug" until its fixed
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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.
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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.
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Yeah I'll have to see if I can distinguish that - good catch btw
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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.
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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.
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Changed Status from Pending to Closed
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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.
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I'll check this out - can you post your config just so I can test the exact same setup?
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Changed Status from Pending to Closed
