Calling hook OnEntityTakeDamage resulted in a conflictFixed

I 'm spam with this message :

 

Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: AntiOfflineRaid - False (Boolean), TruePVE (True (Boolean))

AntiOfflineRaid should be returning true, not false for the OnEntityTakeDamage hook. It isn't an actual conflict, just a warning.
Getting this since updating Zone Manager yesterday anytime someone goes offline spamming the console.

[8/5/2019 4:52:33 PM] Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: AntiOfflineRaid - False (Boolean), ZoneManager (True (Boolean))

Merged post

I had to literally disable the plugin for it to stop it was flooding the logs
Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: AntiOfflineRaid - False (Boolean), ZoneManager (True (Boolean)
Having this error spammed when someone attempts to damage something inside a zone, even if the flags are set to undesr. Example would be heli fire on a base in a dynamic pvp zone. Or a protected town zone, you can hit an item and it will toss the error. Thanks for the support.

Merged post

Seems like my post was merged. The one above my post is the same issue, since the last update it has been a problem. Just wanted to point out the first one on the thread isn't the same. His issue can be fixed be reversing the way he has the flags in trupve (If he has default damage set to false, set to true then change flags according) Then it will ignore the fire damage and let anti raid handle it.

"defaultAllowDamage": true,
"anything can hurt players",
"players cannot hurt players",
"fire cannot hurt players",
.......
They are the same issue and same warning, both fixed the same way. The only difference is the other plugin involved, but it all comes back to this plugin and this hook with this warning.
Getting this error now not sure if its True PVE or AntiOfflineRaid that is the issue, seems to be flooding the console.
[4/6/2020 5:12:26 PM] Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: AntiOfflineRaid - False (Boolean), TruePVE (True (Boolean))​
Anti Offline Raid should be using true, not false, for that hook.
5e13a8d5b2bc5.jpg Wulf
Anti Offline Raid should be using true, not false, for that hook.

Is that in code or in the conf that I should be looking at for that issue Wulf?

5d35f1495da0a.jpg FastBurst

Is that in code or in the conf that I should be looking at for that issue Wulf?

The plugin itself.

Not sure how we need to make this return true as the code itseld is pretty short.
object OnEntityTakeDamage (BaseCombatEntity entity, HitInfo hitInfo)
        {
            if (hitInfo == null)
                return null;
            if (entity == null)
                return null;

            if (IsBlocked (entity))
                return OnStructureAttack (entity, hitInfo);

            return null;
        }​
Look on OnStructureAttack for how it returns.

Hi All.

So I have found a thread relating to this problem, but it seems like there was no resolution and I'm reopening the thread to try find some help.

I'm not too sure which plugin is causing the issue.

I run Arena Deathmatches on my server. Super popular. Players love it. After about 2 - 3 days into the wipe, when players start using the events, I get this spammed in my console:

Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: AntiOfflineRaid - False (Boolean), ZoneManager (True (Boolean))

It's causing the server to lag and it's getting out of hand. It looks like this happens during the Arena Deathmatch and Chopper Survival events.

How can I fix this?

Let me know!

Chardazar

I'm not too sure which plugin is causing the issue.

Anti Offline Raid would need to return true, not false, in OnEntityTakeDamage.

Thanks for the reply Wulf

I know very basic programming. This is what's in the AntiOfflineRaid.cs file. 
Is it as easy as changing all the "return null" to true?

sorry I'm hella noob when it comes to C#

        object OnEntityTakeDamage (BaseCombatEntity entity, HitInfo hitInfo)
        {
            if (hitInfo == null)
                return null;
            if (entity == null)
                return null;

            if (IsBlocked (entity))
                return OnStructureAttack (entity, hitInfo);

            return null;

 

No, in that case it would need to be under OnStructureAttack and a bit more complicated.
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