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Everything posted by Mr01sam
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I will certainly take a look into this
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- 308 comments
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- #protection
- #base
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So if a base has mixed mode owners (some of the owners are pvp, and some are pve) then the base's mode will be whatever mode is first priority among the modes. With default settings, pvp mode overrides pve mode. So in the case where a base has some pvpers and some pvers, the entire base is considered pvp - so it can be raided by other pvp players. Same goes for teams, if a team is mixed of pvp and pve players, then all the players in the team will be set to pvp (if you have the team sync config option enabled).
- 339 comments
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- 1
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- 339 comments
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Feature Request greifing sleeping players
Mr01sam replied to SlayersRust's Support Report in Support
Changed Status from Pending to Not a Bug -
This plugin lets you customize every interaction a player has with other players. By default, PVE players cannot raid other players at all - it wont let them damage other players buildings and yes other players cannot harm them either. However, this is just the default settings, you completely change these interactions. I recommend also downloading the extension plugin WarMode Admin Panel (its free) which will let you configure all these interactions in game and instantly apply changes.
- 339 comments
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Yes - you can have it so PVE players can only use X command and PVP players cannot use that command. Each mode has its own oxide group that gets generated. For example, the PVE mode group is called "warmodepve" you can assign permissions to this group like you would with any other oxide group. So yes, you can control if a player can use a command based on the mode they have.
- 339 comments
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Feature Request greifing sleeping players
Mr01sam replied to SlayersRust's Support Report in Support
I'll add it to my suggestion board! Would probably make it a global optional setting. Closing this since its not a bug (I have it recorded for a suggestion still though) -
Are either of you using SimpleStatus natively or are you using SimpleStatus + AdvancedStatus?
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Not a Bug
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The front part of vending machines fall under the category of "public containers", in the admin panel under the looting category, make sure publiccontainers is set to TRUE for all modes.
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It's likely an issue from BalanceStatus then - from the error it sounds like balance status provided some text that it expected to be a number but wasn't.
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- 339 comments
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- 308 comments
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- 1
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- #protection
- #base
- (and 5 more)
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Changed Status from Pending to Closed Changed Fixed In to 3.4.13
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If you want players to keep their mode when they join a team, you can just turn off team syncing. You're correct in that it doesnt work properly if you set multiple modes to the same priority - this is because the sole purpose of the priority property is to break ties between modes and have the plugin pick one for team syncing.
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structures that aren't required to have tc
Mr01sam replied to NobleServers's Support Report in Support
Changed Status from Pending to Closed -
structures that aren't required to have tc
Mr01sam replied to NobleServers's Support Report in Support
I'm considering adding a global config option to allow deployables to retain their placer's mode when existing outside of a building area. This would make it so that if a PVE player places a deployable in an area that doesn't have any building priv - that deployable will have the same mode as the player that placed it. Would this option help? Going to close this ticket for now (since its not a bug) but I added this to my suggestion board - feel free to keep responding here though. -
Changed Status from Pending to Closed
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Fair enough, I appreciate the input. I'm going to close this ticket, but I'm adding this to my suggestion board.
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Major issue with helis breaking enemies bases
Mr01sam replied to SlayersRust's Support Report in Support
Changed Status from Work in Progress to Closed Changed Fixed In to 1.3.5 -
Changed Status from Work in Progress to Closed Changed Fixed In to 1.3.5
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structures that aren't required to have tc
Mr01sam replied to NobleServers's Support Report in Support
In general, deployables inherit the mode of the building zone they are placed within, and anything placed outside a building zone has no mode, which means it doesnt have protection and whatnot. One of the reasons for this is it makes it clear if a trap is dangerous or if a container can be looted, because if its not in a building zone its free game. The other reason is because if everything was protected, then no one would be able to destroy things and things would linger for a long time. Now in your case, you have a plugin that lets people claim areas without a TC priv. Does the plugin that provides this feature have an API? If so, I could maybe pull that info instead of TC info in your case. Also, can you share on more info on "all other extensions are throwing errors"? Do you have WarMode installed and do you have the latest version of all of the extensions?
