Introduction

DynamicPVP 4.4.0 is a big release, so I thought some extra notes might be appreciated.

Zone Drawing/Transform Fixes

The addition of sphere axes drawing to /dynpvp show revealed that zone rotation was not being handled correctly in some cases. I believe this has now been fixed.

New Train Tunnels features

A New Problem

The March 2025 Rust update moved Train Tunnels closer to the surface. This means that handling them via a depth exception in PVE plugins is no longer feasible, since they can now be above the level of the deepest ocean floor and especially the bottoms of canyons.

New Train Tunnel Monument Events

To help deal with this, I have added creation of monument events for different Train Tunnel section types. Configuration is only provided for each combination of type and directionality, as I felt that per-variation would get too unwieldy.

I have worked out some reasonable geometries and can share them upon request.

Old Train Tunnel Monument Events

For compatibility reasons, I retained the old names for the preexisting Train Tunnels monument events:
  • Train Tunnel: Surface entrances via monuments or hatches
  • Train Tunnel Link: Entrances to above/below ground rail system linkages

IMPORTANT NOTES

  • This can create a *LOT* of zones on a big map. I recommend ignoring Train Tunnel Transition sections, as they don't seem to be useful/needed.
  • Only Train Tunnel section types detected on your current map will be added, so you'll want to check for new ones popping in with each new map that you run.

Monument zone creation speed

Because of the potential for a large number of Train Tunnels zones, I have sped up creation monument zones on startup. This may have a negative effect on server performance during plugin start; let me know if you experience issues.

Cargo Ship Event enhancements

Zones and Domes

This now optionally supports spherical zones as an alternative to the original cube zones. When spherical zones are used (by setting radius greater than zero), visible domes are also now supported.

Dynamic Event Toggling

It is now possible to configure this event to selectively create or delete PVP zones depending on the current status of a Cargo Ship. Setting any of the following to false will cause the zone to be deleted/skipped in that state, while true will cause it to be created/maintained:
  • Event State On Spawn (true=enabled, false=disabled): Spawned but have not yet approached a Harbor
  • Event State On Harbor Approach: Approaching a Harbor just prior to docking
  • Event State On Harbor Docking: Docked at a Harbor
  • Event State On Harbor Departure: Leaving/left a Harbor but have not yet approached another or started leaving the map
  • Event State On Map Egress: Leaving the map
These states will also be detected on plugin (re)load while a Cargo Ship is active, resulting in consistent behavior.

General Events Auto-Start

Excavator Ignition Event and Hackable Crate Event now join Cargo Ship Event as General Events that auto-start on plugin load.

Hackable Crate Events will only auto-start when start condition is met and stop timers aren't called for.

NOTE: Auto-start for the rest of the General Events (Bradley, Heli, Supply Drop, Timed Supply) is on hold, as they're more difficult to handle.

Moving Zones/Domes

Sphere zones, cube zones, and visible domes for Cargo Ship Event and Hackable Crate Event now move with their parent entities.

Same thing for Supply Signal Event and Timed Supply Event, except that Start Event When Spawned will still cause the event to start on the ground, and then it will attach to the air drop on landing.

No more pushing Chinook crates or air drops out of PVP zones!