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JoeEdgar joined the community
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What exactly does the plugin override. When stack size controller is disabled, the plugin unsubscribes from all stack size related hooks and does not change any stack sizes. If you are getting hook conflicts, then the stack size controller is not fully disabled
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That's the type of issue I was afraid of. Thanks!
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So it happens if you're dragging from your inventory to your belt in an empty slot?
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theeind1996 started following Announcements
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theeind1996 joined the community
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any update on when can see this fixed?
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Version 1.0.0
11 downloads
RaidCircles creates instant, clean raid indicators by placing a configurable radius circle on the map when a raid-related entity is destroyed. No spam, no heavy processing just fast, reliable raid feedback with full control through config. Features Smart Raid Detection (Killshot Only) Triggers only when an entity is actually destroyed (not every hit) Tracks building pieces via buildingblock (walls, floors, roofs, stairs, etc.) Optionally tracks selected deployables/defenses (turrets, SAM sites, barricades, etc.) Weapon / Explosive Filtering (Config-Driven) Enable exactly what should create a marker, for example: Rockets (basic / HV / incendiary) Timed Explosive (C4) Satchel Charges(Additional types can be added easily if you want to expand later.) Customizable Map Circle Marker Adjustable radius Adjustable duration Adjustable color (RGBA) Adjustable alpha/opacity Automatically removes itself after the configured time Anti-Spam Cooldown (Area-Based) Grid-based cooldown system reduces marker spam during heavy raids Prevents overlapping circles in the same area within the cooldown window Keeps the map readable while staying responsive Admin Tools (Permission Controlled) Remove all active raid circles instantly with a command Command name is configurable in the config file Performance Focused Lightweight event hook usage Early-exit checks to reduce overhead Safe null handling and low allocations Cleans up markers on plugin unload/reload Configuration Sample { "Weapons": { "rocket_basic": true, "rocket_hv": true, "rocket_fire": true, "explosive_timed": true, "explosive_satchel": true }, "Entities": { "buildingblock": true, "door": true, "wall_external_high": true, "autoturret": true, "flameturret": true, "sam_site": true, "ladderhatch": true, "barricade_wood": true, "barricade_metal": true }, "BuildingGrades": { "twig": true, "wood": true, "stone": true, "metal": true, "armored": true }, "CircleRadius": 1.2, "CircleAlpha": 0.7, "CircleColor": [ 1, 0.4, 0.1, 1 ], "CircleDuration": 120, "CircleCooldown": 60, "RemoveCirclesCommand": "removecircles" } Permissions raidcircles.removecircles — Allows use of the marker removal command Commands /removecircles — Removes all active raid markers (requires permission) (Command name can be changed in config.)$9.99 - Today
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khimari1256 started following ThePitereq
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khimari1256 started following config issue
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ThePitereq started following config issue
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hello i purchased this plugin as was compatiable with the bank system plugin i cant for the life of me find out or where to config to add the balance from the bank system as currency for this plugin any help wud be appreciated plz ty
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out of 145 plugins this one is the only one requiring it, is it because lootmanager or convoy? i didn't get this before update
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wd-40 changed their profile photo
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youssefhai changed their profile photo
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Changed Status from Pending to Work in Progress
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If you don't want an invisible helicopter to kill players, then don't touch it. The fix is already in progress.
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So do i have to clear that from within the UI or in the config itself?
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CPan started following Patrol Heli Health
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CrazyRust started following Patrol Heli Health
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I noticed that the Patrol Heli is ignoring the health set in the config. I looked at the .cs and found that loading the config vars is commented out. Is this intentional or left over from some other testing? I assume I can just uncomment this but I don't want some obscure issue to show up that you might be working on. private void SpawnHeli() { PatrolHelicopter helicopter = GameManager.server.CreateEntity("assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab") as PatrolHelicopter; helicopter.enableSaving = false; // helicopter.maxCratesToSpawn = _config.HeliConfig.helicrates; // helicopter.startHealth = _config.HeliConfig.helihealth; helicopter.Spawn(); helicopter.transform.position = RandomPointOnWorldBounds(); helicopter.myAI.State_Patrol_Enter(); if (helicopter != null) { EventHelicopter controller = helicopter.gameObject.AddComponent<EventHelicopter>(); Controllerheli = controller; } }
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Yes, Specifically, the air drops from an airplane. I have just now tested Bnpc and using the F1 command "supply.call" will work correctly, the air drop has guards protecting it. I then installed FancyDrop plugin and if FancyDrop calls a timed air drops there are no guards, but then with FancyDrop still installed I can use F1 "supply.call" and the air drop lands and has guards. Thank you, Greis. Fancy Drop_.zip FancyDrop cs.zip
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how did you make thos hexagonal windows? is that a custom asset unavailable in normal rust?
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The reason is that in the medium convoy there are modular vehicles that get stuck and because of them the entire convoy stops.
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how is this buildable? looks like asstes not available in game...
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Is this issue solved?
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I used ur config and Loottable, its not giving conflict issues in the console though
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Whats ur issue though? Can you explain?
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Hey, if you are using PVE and dont want pvp in the LunchSite then make it false from the config "PVE Setting": { "Enable PVE Mode TruePVE or SimplePVE (Requires ZoneManager)": false
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Changed Status from Pending to Work in Progress
