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Mr01sam

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Everything posted by Mr01sam

  1. Mr01sam

    War Mode PVP/PVE

    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.
  2. Mr01sam

    War Mode PVP/PVE

    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)
  3. Mr01sam

    War Mode PVP/PVE

    I can look into supporting that yes.
  4. Mr01sam

    War Mode PVP/PVE

    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.
  5. Version 1.3.11

    1,177 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 Note: Video is outdated, see documentation for a full list of new features!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
  6. Mr01sam

    Bag Timer Status

    sounds good, thanks for the update!
  7. Mr01sam

    Quality Crafting

    What exactly are you typing to get this error?
  8. Mr01sam

    Simple Status

    Yeah I've been thinking about adding that, definitely a feature I can look into if lots of people want it
  9. Mr01sam

    Bag Timer Status

    Hey this seems to be working for me - can you describe what issues you were having?
  10. Mr01sam

    Quality Crafting

    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).
  11. Mr01sam

    Raid Protection

    There is a TabsOffset property in the config. It's explained more on the plugin page.
  12. Changed Status from Pending to Gremlins
  13. Yes for sure I would like to add this!
  14. Changed Status from Pending to Closed Changed Fixed In to 3.4.9
  15. I think I identified the cause of this - patched it in 3.4.9
  16. Mr01sam

    Quality Crafting

    That should be correct - I just tested on a fresh server with both plugins and the images seem to be loading fine.. so I'm not quite sure what's causing the issue. You could try reloading UiEngineFramework instead of QualityCrafting - but I don't think that should be neccessary. Just to confirm, you have QualityCrafting v3.0.2 and UiEngineFramework v1.0.1?
  17. Mr01sam

    Quality Crafting

    If you reload the plugin, does it resolve? Also, do you have the latest version of UiEngineFramework?
  18. Mr01sam

    Quality Crafting

    Yes, if you do not want players to be able to track skills on the hud. In the config, under the Tracking section, set MaxTrackedItems to 0. You can also move where the tracked items are if you want. Im not sure why your images are like that, are you using custom ones?
  19. Mr01sam

    Raid Protection

    Unfortunately raid protection does not have a method of detecting afk people. I think to achieve what you're asking, you'd have to use another plugin that kicks people after they are afk for a certain time - and then offline protection would take effect. If you want the statuses by the healthbar you just need to install the plugin Simple Status, and then in the raid protection config, there's a section to enable integration with SimpleStatus.
  20. Mr01sam

    Raid Protection

    If you dont want the "bleed" feature just make sure that "Cost per damage protected" is set to 0 for all your protection levels
  21. Changed Status from Pending to Closed Changed Fixed In to 3.4.8
  22. Should be fixed in v3.4.8, thanks for the heads up guys.
  23. Ah, did economics plugin get an update?
  24. Just setup a fresh server with the latest version of oxide and tried this out - I'm not getting this error. Can you provide your config so I can try that?
  25. Does this happen everytime?
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