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Everything posted by Mr01sam
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- 250 comments
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I will look into it!
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Yes! I designed this plugin with the idea that it can integrate with others. Allow me to address your questions: 1) Prevent Looting A nice clean way to remedy conflicts from two plugins that do a similar thing is to simply disable that feature in one of the plugins. It is true that War Mode can prevent PvE players from looting/being looted, but you can simply disable this feature in the config and have the other plugin handle it. 2) PVE Mode I'm not familiar with this plugin but I could see it fitting nicely together with War Mode. I'd have to get familiar with that plugin and would likely need some help testing it out and figuring out how we would want them to integrate together - but yeah it would be nice to do that! 3) Vehicles Currently War Mode does protect vehicles for PvE players but ONLY if ALL the players in the vehicle are in PvE mode. If there is at least one PvP'er riding along, then the vehicle can be targeted. Unpiloted vehicles currently are unprotected as well as in vanilla rust theres not really a good way to say "this vehicle belongs to X player". I'd like to expand this in the future if theres a demand for it - perhaps integration with the plugin you mentioned would be the way to go. 4) Raidable Bases War Mode currently has some support for Raidable Bases - as in - PVE players can participate in raiding Raidable Bases owned by NPCs. I'm not really familiar with the concept of "purchasing" a raid in that plugin, maybe its in a version I haven't used, but your request to make it so only PVE players have to buy PVE raids and PVP players have to buy PVP raids I think would be totally doable. Again its one of those things we'll just have to nail down and test. 5) Hostile Time Not familiar with this plugin - I'm assuming it just allows you to change the time you are "hostile" to safe zones? And I believe you are requesting that if you are in PVE mode you get the modified hostile time, and if you are in PVP mode you get the vanilla time? From what I can see, it seems that plugin globally adjusts the hostile time, so I'm not sure you can pick and choose who gets it. That being said, it does give me an idea to add restrictions to prevent players from changing their PVP/PVE mode while they're marked hostile. Thanks for the suggestions, I'd definitely be willing to pick one of these to start and if you're willing to help me test it we can get it added to this plugin down the road!
- 250 comments
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Changed Status from Pending to Work in Progress
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- 250 comments
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- 250 comments
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I'll address those issues as well, thank you!
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So the first two I think can be done with permissions already. 1) You can simply remove/add players to the "warmodepve" permission group to mark them as PVP or PVE. For example: // Force a player to be PVE o.usergroup add <player> warmodepve // Force a player to be PVP o.usergroup remove <player> warmodepve 2) With vanilla oxide/carbon you can't automatically assign players to a group (or mass remove them) but with plugins like permissions manager you can. Same concept, just add players to the warmodepve group if you want them to be pve and remove them if you want them to be pvp. https://codefling.com/plugins/permissions-manager 3) That is certainly something I can look into doing down the road, I would probably do it as a separate extension plugin to not bloat this too much. In either case, good idea 🙂 I appreciate the feedback!! If the solutions for 1) and 2) are too cumbersome I can consider adding those as commands - I just want to avoid adding functionality that can already be achieved with free plugins if I can!
- 250 comments
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I haven't tested it myself but both TruePVE and WarMode allow you to turn on/off protection for certain things, if you configure them both to not overlap with each other then you shouldn't have an issue. Let me know if you need help configuring, I've done this sort of thing with some of my other plugins.
- 250 comments
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I think that will be a pretty common use case and I thought about adding it. Since its permission driven, really any plugin could handle this, so I might include it as a free extension plugin that people can use, just so I don't have to try and stuff too many things into a single plugin. In the meantime, if this is something you'd like I can whip together a quick UI plugin that will do this for you.
- 250 comments
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Check your DM, I sent you a fixed version for you to confirm!
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I will fix that right now for you 🙂
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- 250 comments
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So currently this plugin has a little bit of what you're asking. If you don't want players to be able to change their mode on the fly, you can do that, all you need to do is just not give them the warmode.flag permission and then they won't be able to change it themselves. As for setting the entire team/clan to PvP if one is PvP this plugin doesn't do that for the players themselves. However it does do that for buildings. If a TC has atleast one player authed on it that is PvP then the entire base is considered PvP and can be raided. That being said, if this system doesn't work out Im open to suggestions.
- 250 comments
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Correct, by default, someone who is flagged as PVE cannot attack, raid, or loot other players and they also cannot have those things done to them. All of that is configurable under the PVE section of the config. Players can also type /rules to see a UI showing all these details (this UI is also configurable)
- 250 comments
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- 250 comments
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You can configure a cool down in the settings so that you can't switch back after until a certain amount of time has passed. You can also configure a restriction so that players need to be in a safe zone to make the switch, and if they just raided someone, they will be considered hostile to safe zone areas. If more restrictions need to be added I'm open to suggestions that I can add.
- 250 comments
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- 2
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Version 1.3.9
811 downloads
Allows both PVE and PVP players to exist on a server at the same time. PVE players will have certain configurable protections and restrictions. You can have players use a command to flag themselves as PVP/PVE or you can assign it to them when they first spawn. If you have ZoneManager you can also designate specific zones to force player's to be PVE or PVP. Plugin is also compatible with SimpleStatus. Note: Video is outdated, see documentation for a full list of new features! Documentation: A full readme including permissions, commands, and config options is available in this google doc link. Disclaimer: Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase! Developer API: API Methods // Returns the mode of the given entity. Also takes into account if the entity is in a forced mode zone. string GetEntityMode(BaseEntity entity); // Returns the group name for the given mode. For example if given 'pve' will return 'warmodepve' string GetModeGroup(string modeId); // Returns the target type for a given entity. Target types are the category that an entity falls into. // For example, if given a BasePlayer entity, it will return 'players'. If given a horse entity is will // return 'horses'. string GetEntityTargetType(BaseEntity entity); Hooks - place these in your plugin and WarMode will call them. // Called when a player's mode has been updated or config changes have ocurred that may affect the mode. private void WarMode_PlayerModeUpdated(string userid, string modeId) // Used to override WarMode logic for taking damage. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTakeDamage(BaseCombatEntity target, HitInfo info) // Used to override WarMode logic for targeting. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityBeTargeted(BasePlayer target, BaseEntity attacker, bool skipVendingCheck) // Used to override WarMode logic for triggering a trap. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTrapTrigger(BaseTrap trap, BasePlayer basePlayer) // Used to override WarMode logic for looting an entity. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityLoot(BasePlayer looter, BaseEntity target, bool skipVendingCheck) FREE Extension Plugins: War Mode Admin Panel Use the /warmode.config or /wmc command to open a panel that allows admins to update mode rules in game without having to reload the pluign. Requires the warmode.admin permission to use. I HIGHLY recommend you use this extension! WarModeAdminPanel.cs War Mode Spawn UI Provides a UI that is shown to players when they first spawn that prompts them to choose whether they want to be PVP or PVE. Also supports custom modes. Localization and config options available. This can also be configured to appear when players use the /flag command. WarModeSpawnUI.cs War Mode Rules UI Using the /rules command (which is configurable) players can see a list of what restrictions they have for their current mode. These ruling will update dynamically based on your config settings. WarModeRulesUI.cs War Mode Badges Customizable UI elements that will appear on the player's HUD to indicate what their current mode is. WarModeBadges.cs$24.99- 250 comments
- 9 reviews
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Yes, in fact it should be likely that a 5 star item would have more than one perk, especially if you are using default config settings which has every perk capped at Rank 3. So if you have a 5 star item, 3 of those stars (at max) can go to perk A and then the other 2 stars would go to another perk (or multiple perks).
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- 273 comments
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- #protection
- #base
- (and 5 more)
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Changed Status from Pending to Gremlins