Jump to content
Message added by ThePitereq,

CarbonAliases Extension is required only if your server runs on Oxide!

Addon isn't required on Carbon servers!

5 Screenshots

Recommended Comments



Neighigh

Posted

@ThePitereqAny chance of Discord Webhooks on this event? We've been really liking the option to send all the message notifications to our server discord for everyone to see.

ChristopherS

Posted (edited)

On 6/24/2023 at 6:47 PM, Neighigh said:

@ThePitereqAny chance of Discord Webhooks on this event? We've been really liking the option to send all the message notifications to our server discord for everyone to see.

There already is a webhook option via the config file, I think?

EDIT: There's this:

  "Event - Webhook Message": {
    "Enabled": false,
    "Webhook": "",
    "Inline": true,
    "Color": 0,
    "Title": "Meteor Shower",
    "Message": "Meteor Shower with {0} meteors is incoming!"

 

Edited by ChristopherS
Neighigh

Posted

3 hours ago, ChristopherS said:

There already is a webhook option via the config file, I think?

EDIT: There's this:

  "Event - Webhook Message": {
    "Enabled": false,
    "Webhook": "",
    "Inline": true,
    "Color": 0,
    "Title": "Meteor Shower",
    "Message": "Meteor Shower with {0} meteors is incoming!"

 

Ah man! How did I miss this?! Thank you @ChristopherS! lolol

Unkown

Posted

Is there an option to finish the event after a certain amount of time?  i would like the ores that landed to disappear after 15 minutes? 

ChristopherS

Posted

4 hours ago, willisdikfit said:

Is there an option to finish the event after a certain amount of time?  i would like the ores that landed to disappear after 15 minutes? 

I think I know what you mean, for example you would like meteors to fall once every 2hrs and stay for only 15 minutes? Currently I think it's only possible to have it that the meteors disappear when the next ones come in.

There is an option for the chance to start an event, so you could have it set that every 15 minutes there's a 10% chance they'll spawn. This will mean that after 15 minutes they will disappear and it'll have a random chance of triggering. Other than this, I think it would have to be a manual function to remove them without another event starting.

There could be plugins out there that allow you to run timed commands, but I'm not familiar with any. Either way, this is a good suggestion.

  • Like 1
TheRiddledNote

Posted

5 hours ago, willisdikfit said:

Is there an option to finish the event after a certain amount of time?  i would like the ores that landed to disappear after 15 minutes? 

only way you can do that accurately is through plug ins like timed execute and similar plug ins since you can schedule exactly when the event will start and end

Persona

Posted

Good afternoon. I already suggested it once, I’ll just remind you. Add radiation to meteorites; space objects always have a radiation background.

ThePitereq

Posted

On 10/7/2023 at 9:23 AM, Persona said:

Good afternoon. I already suggested it once, I’ll just remind you. Add radiation to meteorites; space objects always have a radiation background.

Hey. Yes, i have it on my to-do list. I am currently working on full rework of Meteor Events where this feature will be implemented.
I don't want to make even bigger mess in current code by adding things one by one, when this needs to be implemented totally different (to work as regular rust radiation)

  • Love 2
weaksauce

Posted

Players getting server kicked when mining nodes. I'm using only 2x sized nodes. (Kicked: RPC Error in PlayerAttack)

ThePitereq

Posted

11 hours ago, weaksauce said:

Players getting server kicked when mining nodes. I'm using only 2x sized nodes. (Kicked: RPC Error in PlayerAttack)

I'll recommend you enabling custom gather method in config. It fixes this issue as it's caused by anticheat.

molokatan

Posted

Hi, i was searching for a replacement of the SkillTree Ultimate for mining and decided to use this plugin.

What i did:

1. added a new permission: onkillshower

2. added hook OnEntityDeath for sulfur, metal and stone nodes to trigger a direct shower

- permission validated

- chance roll applied

3. on success, i added a new cooldown.

 

My goal is that there are direct showers at the player position when someone is farming ressources.

 

Might be an option to add smth like that to the plugin directly?

ChristopherS

Posted

4 hours ago, molokatan said:

Hi, i was searching for a replacement of the SkillTree Ultimate for mining and decided to use this plugin.

What i did:

1. added a new permission: onkillshower

2. added hook OnEntityDeath for sulfur, metal and stone nodes to trigger a direct shower

- permission validated

- chance roll applied

3. on success, i added a new cooldown.

 

My goal is that there are direct showers at the player position when someone is farming ressources.

 

Might be an option to add smth like that to the plugin directly?

It's actually a very good idea to use this plugin for that.

With this plugin if you want to get it kind of working now, I think the only way without editing the .cs files would be to use the permission for direct meteors. With that you can set a cooldown and price to it. You should be able to give the direct meteor permission to the ultimate, set the cost to zero and set a timer to once per hour with 3 meteors eg. This way each hour people could use the command "/ms direct [player name]".

This should work but not as you described it from what I understand.

I'm not sure if you got it working as you wanted it, but thought it may be worth offering my idea.

molokatan

Posted

40 minutes ago, ChristopherS said:

It's actually a very good idea to use this plugin for that.

With this plugin if you want to get it kind of working now, I think the only way without editing the .cs files would be to use the permission for direct meteors. With that you can set a cooldown and price to it. You should be able to give the direct meteor permission to the ultimate, set the cost to zero and set a timer to once per hour with 3 meteors eg. This way each hour people could use the command "/ms direct [player name]".

This should work but not as you described it from what I understand.

I'm not sure if you got it working as you wanted it, but thought it may be worth offering my idea.

I have modified it for our server, so its working as i described for us.

But i thought that this could be part of the plugin directly, so i dont have to fix it over and over again on updates.

+ others might use it too. 🙂

ThePitereq

Posted

7 hours ago, molokatan said:

Hi, i was searching for a replacement of the SkillTree Ultimate for mining and decided to use this plugin.

What i did:

1. added a new permission: onkillshower

2. added hook OnEntityDeath for sulfur, metal and stone nodes to trigger a direct shower

- permission validated

- chance roll applied

3. on success, i added a new cooldown.

 

My goal is that there are direct showers at the player position when someone is farming ressources.

 

Might be an option to add smth like that to the plugin directly?

So just an bonus direct meteor when mining regular nodes? Cool idea.
Will implement something like that in Meteor Event 2.0, which is almost ready and beta testing will begin within a week.

  • Like 1
SirApesALot

Posted

not gonna lie, all this update did was give me a ton of work to reconfigure it that i didn't really need. 

feldspar333

Posted

11 minutes ago, SirApesALot said:

not gonna lie, all this update did was give me a ton of work to reconfigure it that i didn't really need. 

Yes, but I made giant space chickens fall from orbit! 😄

 

SirApesALot

Posted

i literally just want meteors. And i cannot get them to work right 

feldspar333

Posted

Yea, I get it.  It took me a while to set it up and get it working, but I spent most of my time getting the chickens to 'work'.  The most important settings seem to be at the top and bottom of the config.

This might try a online .json editor to make it easier to grasp:
https://jsoneditoronline.org/

ThePitereq

Posted

On 12/30/2023 at 6:34 PM, SirApesALot said:

not gonna lie, all this update did was give me a ton of work to reconfigure it that i didn't really need. 

You don't need to switch versions now. Old version still works as for today and it shouldn't break, at least for now.
 

 

On 12/30/2023 at 6:49 PM, SirApesALot said:

i literally just want meteors. And i cannot get them to work right 

Base configuration of "default" contains meteors almost the same as in default configuration of Meteor Event 1.0
 

 

On 12/30/2023 at 6:56 PM, feldspar333 said:

Yea, I get it.  It took me a while to set it up and get it working, but I spent most of my time getting the chickens to 'work'.  The most important settings seem to be at the top and bottom of the config.

This might try a online .json editor to make it easier to grasp:
https://jsoneditoronline.org/

I also recommend using Notepad++ if you don't use it.

feldspar333

Posted

Obviously I like this plugin, as I'm spending some effort in pushing it's limits.

Would it make sense to specify the amount of hit points that non-ore entity has in the config file, and weapons and tools simply do their max max melee damage regardless of damage type?  It seems reasonable that different weapons would produce a variety of results.

ThePitereq

Posted

9 hours ago, feldspar333 said:

Obviously I like this plugin, as I'm spending some effort in pushing it's limits.

Would it make sense to specify the amount of hit points that non-ore entity has in the config file, and weapons and tools simply do their max max melee damage regardless of damage type?  It seems reasonable that different weapons would produce a variety of results.

The damage is made based on health that each entity have by default, even if it's not displayed. Hard to say now what will work the best, when i'll do some tests i can respond with more detailed answer.

ChristopherS

Posted

I've just got this message in my console:

"Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: IOCore - True (Boolean), MeteorEvent (False (Boolean))"

From what I gather, IOCore is RustEdit? I'm not sure if this is a problem or not, I'm not seeing any errors though.

ThePitereq

Posted

On 2/2/2024 at 8:16 PM, ChristopherS said:

I've just got this message in my console:

"Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: IOCore - True (Boolean), MeteorEvent (False (Boolean))"

From what I gather, IOCore is RustEdit? I'm not sure if this is a problem or not, I'm not seeing any errors though.

It's an message that doesn't change anything. As i can see yo uare still using V1. If you want to get rid of it you can just change 

return false;

in like 237 to
 

return true;

And there wil lbe no more messages like that.

  • Love 1
LizardMods

Posted

I got a new error on compile.

 

Error while compiling MeteorEvent: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 17, Pos: 17


 

DeutscherRitterPlatz

Posted

5 minutes ago, LizardMods said:

I got a new error on compile.

 

Error while compiling MeteorEvent: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 17, Pos: 17


 

install: 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 6
  • Sad 1
  • Love 4

User Feedback

1.4m

Downloads

Total number of downloads.

6.9k

Customers

Total customers served.

102.3k

Files Sold

Total number of files sold.

2m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.