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Everything posted by Mr01sam
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In games like Tarkov (which this idea was based on) the insurance works very similar to this plugin - where it will insure your item if you dropped it, but not if someone else takes it. And from testing with volunteered public servers, players found a lot of situations where this is helpful - losing a PVE fight on oil rig, getting killed by a trap base, crashed a helicopter, running from a PVP fight and hiding your gun in a bush (just to name a few). I get your point though, I eventually I plan to make it a configurable option per insurance plan, but it's actually a technical limitation as well - currently the plugin only needs to look in a few locations for the insured item: the ground, in a backpack, or on a corpse. But if I open that up to allow you to claim your weapon after someone looks it, it could be anywhere on the map, and the plugin is going to need to search every container to find it (could be a performance issue). If there is interest I will certainly look for a solution. I appreciate the feedback though!
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Version 1.0.3
74 downloads
Allow players can insure lost items to be retrieved for a price. This is a feature that is present in many extraction and survival multiplayer games like Escape from Tarkov, Dark and Darker and now you can bring it to your Rust server as well! If an item is insured and you drop it (from death or otherwise) then as long as no one else loots it - you can request to have it "retrieved" by your insurer and returned to you. A UI that matches seamlessly with vanilla rust is included and many configuration options are available to balance and fine-tune this plugin for your server. Please refer to the documentation section as that will likely answer most of your questions! 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!$14.99 -
I don't see why it wouldn't work with restore upon death, they seem unrelated. What kind of compatibility are you expecting between the two? If you're wondering if you can give restore upon death to just PVE players (for example), then the answer is yes you can do that, because each mode from WarMode is attached to an oxide group, so you can give just the PVE group the permission for restore upon death if you want.
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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).
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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.
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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.
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You are correct, if you disable TruePvE that will resolve conflicts - but you don't have to disable all of TruePVE, you only need to disable that parts that WarMode already covers. The rule of thumb for managing conflicts is you dont want two plugins trying to do the same thing. So for example, if you want TruePVE to handle player damage but you want WarMode to handle raid damage, then you would turn off player protection for WarMode and you would turn off building protection for TruePVE.
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The fire damage over time damage is disabled by WarMode, and this is because Facepunch currently does not give us the info on who the source of the fire was, so WarMode doesnt have enough info to determine if someone should take damage or not - so by default it disables all fire damage so that PVP players cannot use fire to damage PVE players. This is only for the damage over time effect though, the direct damage from incendiary rockets and bullets will still follow normal rules - just the damage over time is disabled. In the next patch I'm adding a config setting so that you can control this a little more. If you want the better chat prefixes to be colored, you have to set the color in the ModeTitleFormat setting under the BetterChat section of the WarMode config. For example, if you wanted the prefix to be a reddish color you can do something like "BetterChat": { "ShowModePrefixInChat": true, "Modes": { "pvp": { "ShowModeTitleInChat": true, "ModeTitleFormat": "<color=#eb4034>[{0}]</color>" }, "pve": { "ShowModeTitleInChat": true, "ModeTitleFormat": "<color=#34eb65>[{0}]</color>" } } }, This should make it so the mode pvp shows up as a reddish color (eb4034) and pve shows up as a greenish color (34eb65) these are codes for hex colors, so you can Google different colors if you want. I know its confusing because in the warmode admin panel it allows you to pick a color for each mode, so it would be nice if it just applied those to BetterChat as well. However, BetterChat allows you to format more than just colors, so it needed its own configuration setting. I hope this clears things up.
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