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Everything posted by Mr01sam
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It should already do that - however ALL the players that are authed on the TC need to be PVE in order for it to count as PVE. If there is even just one player authed on it that is PVP, then the whole base is considered PVP. This is because the PVP mode has first priority over the PVE mode, so in any situation where multiple players own something (a base) and it needs to decide a mode, it will pick PVP over PVE.
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Changed Status from Pending to Not a Bug
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It can be tied to a player's user interface, the anchor points just need to be set correctly. If you want it to appear in the top right corner you need to have the AnchorMin AnchorMax OffsetMin and OffsetMax values for the background set to the following... "Background": { "Color": "0 0 0 0", "Image": null, "UseRawImage": false, "AnchorMin": "1 1", "AnchorMax": "1 1", "OffsetMin": "-32 -32", "OffsetMax": "0 0" }, The above values should position it in the top right corner, and make it 32x32 pixels big. When the player's UI changes, it will stay anchored to the top right corner. (Ignore the rest of this post if you just wanted the fix, I will explain what these values mean.) Here is a quick reference of what each anchor point value is, notice that in your example, I set both AnchorMin and AnchorMax to 1,1 (which is top right). Then for the OffsetMin and OffsetMax (which are in pixels), I set the OffsetMin to -32 -32, this is because if you can imagine a box that starts at the top right part of the screen, if we want that box to be visible, the minimum coordinates of that box should be 32 pixels (to the left) and 32 pixels (toward the bottom). This is how every plugin that has a custom UI positions its elements, it gives you the most flexability and allows you to make sure it will scale well with the user interface. If you need some more documentation, umod has a link explaining this as well: https://umod.org/guides/rust/basic-concepts-of-gui Hope that helped! Let me know if you need help making tweaks.
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@NobleServers which siege weapons are you seeing that can raid pve bases? I just tried ballistas, catapults and battering rams and none of those were able to damage a pve player's base (as a pvp player). At this point, I'm thinking maybe there is something setup wrong in your config?
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I will certainly take a look into this
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- 272 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).
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- 250 comments
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Feature Request greifing sleeping players
Mr01sam replied to SlayersRust's Support Request 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.
- 250 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.
- 250 comments
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Feature Request greifing sleeping players
Mr01sam replied to SlayersRust's Support Request 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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- 250 comments
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- 272 comments
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- #protection
- #base
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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 Request in Support
Changed Status from Pending to Closed -
structures that aren't required to have tc
Mr01sam replied to NobleServers's Support Request 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.