Post-Spawn Player Protection for Event Plugins

The plugin works perfectly for new players, Im curious if I can enable this to safe respawn at events so in a sense a safe respawn continuously? I have a PvE server, and some of the events are extreme with heavy scientists, and for some players they can not get their body back. Cheers.
 
What kind of events? If it involves other plugins it's better for those plugins to handle it, because there's no way for me to detect if a player spawned due to an event or for some other reason
 
What kind of events? If it involves other plugins it's better for those plugins to handle it, because there's no way for me to detect if a player spawned due to an event or for some other reason
ah I see! I thought perhaps it was like a safe 'bubble' that the player almost becomes the same as 'Vanish" mode for specified amt of time, but thanks your reply makes sense. Thanks =)
 
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Make sure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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