Hello!
I want to put landmines on the monuments.
When I create it with /maspawn landmine it doesn't explode no matter what I do.
Does anyone know of a working implementation?
I don't know what I'm doing wrong.
Thank you very much in advance for your help!
Landmine spawnSolved
I don't recall hearing of this use case before. As land mines would need to be respawned after use, static indestructible entities (maspawn) isn't the right feature to add them. Instead, you can try using the spawn points feature. Entities spawned by spawn points are basically spawned as-is without much intervention by the plugin, so I imagine those ones might work better, plus you will be able to configure the respawn schedule and can slightly randomize the placement using the random radius feature.
There might be some other things that the plugin needs to do to successfully arm a land mine. If they still don't work with spawn points, I can take a look and probably make an update to get it working.
With this solution, what you said already works great.
The problem is that TrapsIgnorePlayers is turned on next to the TruePve plugin, so it doesn't explode.
However, there is another plugin called Surprise Trap, but the landmine explodes in that plugin despite TrapsIgnorePlayers.
If you could somehow fix this so that it explodes, that would be great.
I see, so you are saying that MA needs to override TruePvE to allow the traps to explode?
One idea here is that TruePve could allow the landmines to explode if they have OwnerID 0, since that means they were not placed by a player. Them MA doesn't need any logic and doesn't need to coordinate with TruePve. This would work even with other plugins like MA.
It would be nice if it bypassed the TruePve plugin.
The landmine is created with an anonymous identifier, but it never explodes.
I talked to nivex about this. He's planning to add a config option in TruePvE to allow unowned landmines to detonate in the next version.