Hello Wulf i am getting this conflict warning calling hook onentitytakedamage resulted in a conflict between the following plugins truePVE-false (boolean),Vanish ((true(boolean)) thought i would bring this to your attention thanks Wulf.
Conflict between True PvE and VanishNot An Issue
TruePVE should be updated to use the standard that other plugins utilize (returning true to cancel an object hook). Also, I am not the maintainer of this plugin anymore.
Wulf, do mean like in the following?
Should that be this instead?
object OnEntityTakeDamage(BaseCombatEntity entity, HitInfo hitinfo)
{
if(!data.config[Option.handleDamage])
return null;
return HandleDamage(entity, hitinfo);
}
// handle damage
object HandleDamage(BaseCombatEntity entity, HitInfo hitinfo)
{
if (!AllowDamage(entity, hitinfo))
return false;
return null;
}
Should that be this instead?
object OnEntityTakeDamage(BaseCombatEntity entity, HitInfo hitinfo)
{
if(!data.config[Option.handleDamage])
return null;
return HandleDamage(entity, hitinfo);
}
// handle damage
object HandleDamage(BaseCombatEntity entity, HitInfo hitinfo)
{
if (!AllowDamage(entity, hitinfo))
return true;
return null;
}
I ask because I have been trying to discover the cause of an issue where twig does not decay when TruePVE is handling damage in addition to NoDecay. It's not consistent and could be a timeout issue or something like that.
Yes, that would be it.
Thanks, Wulf.
Hello rfc1920, Have you tested this change already and does it seem to work? I'm also receiving these conflicts and just curious if this solved the issue. It looks like it would but it is always good to confirm.
If you mean as far as changing that one line in TruePVE, I will say I am not 100% sure. But it does seem better. Certainly not any worse. I have gone so far as to add some additional debug lines here and there. In my case the only potential conflict was trying to verify that TruePVE was not saying "don't allow damage including decay." even when NoDecay is also trying to set rules. Overall it is fairly consistent on a server with only a couple of buildings and a small entity count vs. a server with high entity count. Too much debugging also seems to impact consistency. Sorry for the brain dump in most likely not the right place.
I don't know if Wulf knows or can suggest some other place to look. But, I would like to know for instance whether the incorrect return value in one plugin can cause the Rust server / Oxide to bail out of the hook altogether, i.e. skip execution of OnEntityTakeDamage anywhere after that return.
I don't know if Wulf knows or can suggest some other place to look. But, I would like to know for instance whether the incorrect return value in one plugin can cause the Rust server / Oxide to bail out of the hook altogether, i.e. skip execution of OnEntityTakeDamage anywhere after that return.
I did this same workaround on my server and seems to be working as intended now. Just need an update to the plugin from the dev.
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