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Rustonauts

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Everything posted by Rustonauts

  1. Hey I'm working on a slightly different plugin called NetWorth. It doesn't yet include economics, but it could. It basically takes every item a player owns and recycles them down to their base resources, and then applies an exchange rate to determine net worth, and of course displays a ui ranking (top 48). NetWorth.cs
  2. thanks. I'll take a look. Would you mind letting me know how you're using this? (sample code) unohuim. on discord if that's easier.
  3. tell your people to build a mini garage like everyone else. lol
  4. can you get the latest v of Puzzle Points and Monument Names API to be sure?
  5. hey there.. if you're willing to work with me, I'd be willing to spend time attempting to get your custom monument working on your server. discord is unohuim. (with the period)
  6. they aren't functional right now. I know I want to use that data in the future, so I just collect it for now.
  7. also... just realized that the broadcast will still say "player locked monument [name] at grid pos etc. I should adjust that for cases when there is no locking functionality to just "player is in monument [name] at grid pos".
  8. Hi KSK.. Just adjust the "can player lock monument" settings at the bottom of the config file, and set those to false. Pretty sure you don't need to adjust "when a player enters" settings, but you could move those to false too.
  9. I can't seem to replicate your error on my server. Do you mind added me on discord to troubleshoot? unohuim.
  10. that's odd. Let me take a peak
  11. Version 1.2.7

    386 downloads

    About This plugin returns details about a specific monument when passed a short name or prefab. Often times we work with plugins that output short names like airfield_1 or sphere_tank, but really we want the screen display to be names like Airfield and Dome. For Devs string displayName = MonumentNames?.Call("API_GetDisplayName", _shortName); string displayName = MonumentNames?.Call("API_GetDisplayNameFromPrefab", _prefabName); string shortname = MonumentNames?.Call("API_GetShortNameFromPrefab", _prefabName); string gridPos = MonumentNames?.Call("API_GetGridPos", _shortName); string v3pos = MonumentNames?.Call("API_GetPos", _shortName); float distance = MonumentNames?.Call("API_DistanceFrom", "airfield_1", player.transform.position); string monument = MonumentNames?.Call("API_ClosestMonument", player.transform.position); Config AUTOMATICALLY GENERATED You do not need to touch the config, it will automatically sync to the monuments on your specific map. You may want to edit your own display names, so you can edit those here (although, they're fairly tight already). { "Monuments": [ { "Monument ID": "ferry_terminal_1_L20", "Monument Display Name": "Ferry Terminal", "Monument Short Name": "ferry_terminal_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/harbor/ferry_terminal_1.prefab", "Monument Grid Position": "L20", "Monument Vector 3 Position": "(-213.02, 1.25, -1105.30)", "Is Active": true }, { "Monument ID": "harbor_1_X11", "Monument Display Name": "Large Harbor", "Monument Short Name": "harbor_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/harbor/harbor_1.prefab", "Monument Grid Position": "X11", "Monument Vector 3 Position": "(1655.16, 1.45, 113.02)", "Is Active": true }, { "Monument ID": "harbor_2_W3", "Monument Display Name": "Small Harbor", "Monument Short Name": "harbor_2", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/harbor/harbor_2.prefab", "Monument Grid Position": "W3", "Monument Vector 3 Position": "(1450.50, 0.73, 1320.03)", "Is Active": true }, { "Monument ID": "fishing_village_c_R3", "Monument Display Name": "Fishing Village", "Monument Short Name": "fishing_village_c", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab", "Monument Grid Position": "R3", "Monument Vector 3 Position": "(803.33, 0.00, 1368.77)", "Is Active": true }, { "Monument ID": "fishing_village_b_O22", "Monument Display Name": "Fishing Village", "Monument Short Name": "fishing_village_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_b.prefab", "Monument Grid Position": "O22", "Monument Vector 3 Position": "(269.77, 0.00, -1460.29)", "Is Active": true }, { "Monument ID": "fishing_village_a_W18", "Monument Display Name": "Fishing Village", "Monument Short Name": "fishing_village_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_a.prefab", "Monument Grid Position": "W18", "Monument Vector 3 Position": "(1481.65, 0.00, -935.24)", "Is Active": true }, { "Monument ID": "desert_military_base_a_O19", "Monument Display Name": "Desert Military Base A", "Monument Short Name": "desert_military_base_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/military_bases/desert_military_base_a.prefab", "Monument Grid Position": "O19", "Monument Vector 3 Position": "(239.12, 10.31, -984.28)", "Is Active": true }, { "Monument ID": "arctic_research_base_a_F4", "Monument Display Name": "Arctic Research Base", "Monument Short Name": "arctic_research_base_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/arctic_bases/arctic_research_base_a.prefab", "Monument Grid Position": "F4", "Monument Vector 3 Position": "(-962.44, 42.01, 1106.98)", "Is Active": true }, { "Monument ID": "launch_site_1_I11", "Monument Display Name": "Launch", "Monument Short Name": "launch_site_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/xlarge/launch_site_1.prefab", "Monument Grid Position": "I11", "Monument Vector 3 Position": "(-539.72, 51.96, 80.33)", "Is Active": true }, { "Monument ID": "bandit_town_Q10", "Monument Display Name": "Bandits", "Monument Short Name": "bandit_town", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/bandit_town.prefab", "Monument Grid Position": "Q10", "Monument Vector 3 Position": "(584.70, 37.27, 229.98)", "Is Active": true }, { "Monument ID": "compound_K15", "Monument Display Name": "Outpost", "Monument Short Name": "compound", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/compound.prefab", "Monument Grid Position": "K15", "Monument Vector 3 Position": "(-339.99, 31.29, -459.98)", "Is Active": true }, { "Monument ID": "nuclear_missile_silo_D18", "Monument Display Name": "Nuclear Missile Silo", "Monument Short Name": "nuclear_missile_silo", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/nuclear_missile_silo.prefab", "Monument Grid Position": "D18", "Monument Vector 3 Position": "(-1243.12, 29.83, -951.74)", "Is Active": true }, { "Monument ID": "junkyard_1_U22", "Monument Display Name": "Junkyard", "Monument Short Name": "junkyard_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/junkyard_1.prefab", "Monument Grid Position": "U22", "Monument Vector 3 Position": "(1112.20, 43.39, -1429.89)", "Is Active": true }, { "Monument ID": "stables_a_T14", "Monument Display Name": "Stables", "Monument Short Name": "stables_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/stables_a.prefab", "Monument Grid Position": "T14", "Monument Vector 3 Position": "(1057.69, 4.37, -335.64)", "Is Active": true }, { "Monument ID": "water_treatment_plant_1_L6", "Monument Display Name": "Water Treatment Plant", "Monument Short Name": "water_treatment_plant_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/water_treatment_plant_1.prefab", "Monument Grid Position": "L6", "Monument Vector 3 Position": "(-100.13, 21.99, 812.20)", "Is Active": true }, { "Monument ID": "trainyard_1_R17", "Monument Display Name": "Trainyard", "Monument Short Name": "trainyard_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/trainyard_1.prefab", "Monument Grid Position": "R17", "Monument Vector 3 Position": "(727.38, 17.42, -804.67)", "Is Active": true }, { "Monument ID": "military_tunnel_1_G16", "Monument Display Name": "Military Tunnel", "Monument Short Name": "military_tunnel_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/military_tunnel_1.prefab", "Monument Grid Position": "G16", "Monument Vector 3 Position": "(-826.01, 5.75, -657.21)", "Is Active": true }, { "Monument ID": "powerplant_1_G8", "Monument Display Name": "Power Plant", "Monument Short Name": "powerplant_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/powerplant_1.prefab", "Monument Grid Position": "G8", "Monument Vector 3 Position": "(-906.01, 35.42, 549.87)", "Is Active": true }, { "Monument ID": "radtown_small_3_O3", "Monument Display Name": "Sewer Branch", "Monument Short Name": "radtown_small_3", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/radtown_small_3.prefab", "Monument Grid Position": "O3", "Monument Vector 3 Position": "(314.38, 10.86, 1285.44)", "Is Active": true }, { "Monument ID": "mining_quarry_c_D14", "Monument Display Name": "HQM Mining Quarry", "Monument Short Name": "mining_quarry_c", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/mining_quarry_c.prefab", "Monument Grid Position": "D14", "Monument Vector 3 Position": "(-1290.29, 18.62, -300.68)", "Is Active": true }, { "Monument ID": "mining_quarry_b_J3", "Monument Display Name": "Stone Mining Quarry", "Monument Short Name": "mining_quarry_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/mining_quarry_b.prefab", "Monument Grid Position": "J3", "Monument Vector 3 Position": "(-497.27, 13.02, 1330.88)", "Is Active": true }, { "Monument ID": "stables_b_P14", "Monument Display Name": "Stables", "Monument Short Name": "stables_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/stables_b.prefab", "Monument Grid Position": "P14", "Monument Vector 3 Position": "(391.61, 27.32, -289.40)", "Is Active": true }, { "Monument ID": "mining_quarry_a_J7", "Monument Display Name": "Sulfur Mining Quarry", "Monument Short Name": "mining_quarry_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/mining_quarry_a.prefab", "Monument Grid Position": "J7", "Monument Vector 3 Position": "(-496.12, 59.65, 656.91)", "Is Active": true }, { "Monument ID": "sphere_tank_R6", "Monument Display Name": "Dome", "Monument Short Name": "sphere_tank", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/sphere_tank.prefab", "Monument Grid Position": "R6", "Monument Vector 3 Position": "(707.41, 30.99, 895.82)", "Is Active": true }, { "Monument ID": "satellite_dish_N9", "Monument Display Name": "Satellite Dish", "Monument Short Name": "satellite_dish", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/satellite_dish.prefab", "Monument Grid Position": "N9", "Monument Vector 3 Position": "(129.90, 44.86, 374.96)", "Is Active": true }, { "Monument ID": "warehouse_V4", "Monument Display Name": "Mining Outpost", "Monument Short Name": "warehouse", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/warehouse.prefab", "Monument Grid Position": "V4", "Monument Vector 3 Position": "(1284.18, 15.79, 1219.98)", "Is Active": true }, { "Monument ID": "warehouse_F7", "Monument Display Name": "Mining Outpost", "Monument Short Name": "warehouse", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/warehouse.prefab", "Monument Grid Position": "F7", "Monument Vector 3 Position": "(-986.19, 38.93, 779.58)", "Is Active": true }, { "Monument ID": "supermarket_1_O7", "Monument Display Name": "Supermarket", "Monument Short Name": "supermarket_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab", "Monument Grid Position": "O7", "Monument Vector 3 Position": "(325.29, 37.62, 711.28)", "Is Active": true }, { "Monument ID": "supermarket_1_N20", "Monument Display Name": "Supermarket", "Monument Short Name": "supermarket_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab", "Monument Grid Position": "N20", "Monument Vector 3 Position": "(92.43, 3.09, -1148.61)", "Is Active": true }, { "Monument ID": "warehouse_L13", "Monument Display Name": "Mining Outpost", "Monument Short Name": "warehouse", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/warehouse.prefab", "Monument Grid Position": "L13", "Monument Vector 3 Position": "(-168.46, 19.62, -140.44)", "Is Active": true }, { "Monument ID": "gas_station_1_G14", "Monument Display Name": "Oxums", "Monument Short Name": "gas_station_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/gas_station_1.prefab", "Monument Grid Position": "G14", "Monument Vector 3 Position": "(-898.03, 5.72, -368.48)", "Is Active": true }, { "Monument ID": "gas_station_1_Q16", "Monument Display Name": "Oxums", "Monument Short Name": "gas_station_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/gas_station_1.prefab", "Monument Grid Position": "Q16", "Monument Vector 3 Position": "(585.36, 22.12, -620.00)", "Is Active": true }, { "Monument ID": "supermarket_1_K9", "Monument Display Name": "Supermarket", "Monument Short Name": "supermarket_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab", "Monument Grid Position": "K9", "Monument Vector 3 Position": "(-326.59, 46.46, 448.36)", "Is Active": true }, { "Monument ID": "underwater_lab_b_N0", "Monument Display Name": "Underwater Labs B", "Monument Short Name": "underwater_lab_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/underwater_lab/underwater_lab_b.prefab", "Monument Grid Position": "N0", "Monument Vector 3 Position": "(144.43, -49.99, 1748.15)", "Is Active": true }, { "Monument ID": "OilrigAI_AB3", "Monument Display Name": "Small Oil", "Monument Short Name": "OilrigAI", "Monument Prefab Name": "OilrigAI", "Monument Grid Position": "AB3", "Monument Vector 3 Position": "(2165.13, 0.00, 1247.34)", "Is Active": true }, { "Monument ID": "OilrigAI2_O27", "Monument Display Name": "Large Oil", "Monument Short Name": "OilrigAI2", "Monument Prefab Name": "OilrigAI2", "Monument Grid Position": "O27", "Monument Vector 3 Position": "(271.99, 0.00, -2175.00)", "Is Active": true } ], "BlackList": [ "cave_large_hard", "cave_large_medium", "cave_large_sewers_hard", "cave_medium_easy", "cave_medium_hard", "cave_medium_medium", "cave_small_easy", "cave_small_hard", "cave_small_medium", "entrance_bunker_a", "entrance_bunker_b", "entrance_bunker_c", "entrance_bunker_d", "ice_lake_1", "ice_lake_2", "ice_lake_3", "ice_lake_4", "swamp_a", "swamp_b", "swamp_c", "water_well_a", "water_well_b", "water_well_c", "water_well_d", "water_well_e", "power_sub_big_1", "power_sub_big_2", "power_sub_small_1", "power_sub_small_2", "cave_large_hard", "cave_large_medium", "cave_large_sewers_hard", "cave_medium_easy", "cave_medium_hard", "cave_medium_medium", "cave_small_easy", "cave_small_hard", "cave_small_medium", "entrance_bunker_a", "entrance_bunker_b", "entrance_bunker_c", "entrance_bunker_d", "ice_lake_1", "ice_lake_2", "ice_lake_3", "ice_lake_4", "swamp_a", "swamp_b", "swamp_c", "water_well_a", "water_well_b", "water_well_c", "water_well_d", "water_well_e", "power_sub_big_1", "power_sub_big_2", "power_sub_small_1", "power_sub_small_2", ] }
    Free
  12. Rustonauts

    Server Hud

    same issue.. but I'm not sure if it's update or if the image is no longer avail on discord. just out the specific url and see if you can find an image. eg. https://media.discordapp.net/attachments/335512864548847617/1134455396443115581/background.png
  13. I'm writing this last note to mention that I am permanently stepping away from Rust game servers and plugin development. I also own and operate a gently cooked dog food company in Canada that has recently been picked up by distribution and I need to dedicate all my time to it. I've been spending a large chunk of time recently working on this deal, and it's finally come to fruition. Bitter sweet. Should any of you want to take over rustonauts, I will gift you the doman rustonauts.com and move this channel over to you. However, I've already blown up the servers so you'll need to source your own. Should you want to take over any development projects, just let me know. cheers! And thanks for supporting.
  14. Rustonauts

    Npc Spawn

    would you please show an example config value that you pass to the api call? Specifically the hashset for states. thanks
  15. Rustonauts

    Npc Spawn

    would you please show an example config value that you pass to the api call? Specifically the hashset for states. thanks
  16. Rustonauts

    My Supply

    The version, a regular supply signal. Does your server have other methods that you're thinking of?
  17. thanks for your ideas. I'm working on the map marker stuff - super restrictive. stay tuned for a new update coming shortly that will offer a hud for users and admin. if you use /mu in the chat, that should unlock the monument for a player who accidently shoots. they need monumentlock.commands permission first. cheers https://discord.gg/vZFUUxrP.
  18. Rustonauts

    My Supply

    love it! stay tuned..
  19. Rustonauts

    My Supply

    Version 2.3

    65 downloads

    Allows server admins more control over supply drops. Features Shows all un-looted supply drops as blue dots on map (disappears after 3 secs) Enable/disable auto drop supplies every 10 min (default, and configurable) randomly across the map. Enable or disable loot restriction to the owner(and team) of the supply signal thrown. Allow or remove the plane animation across the map. Enable or disable the parachute prefab. Enable or disable the ability to loot the supply drop while mid-air (likely via mini). Offers command support via chat and console Config option to load up supply drops with extra crates Enable NPCs to guard supply drops Admin can call in supply drop at specific and random locations as required Future admin config UI developer API allow admin complete management of existing unlooted supply drops (inc custom event for soon to be expiring supply drops) Commands /supplies - shows all landed supply drops across the map as blue dots (disappears after 3 secs) /mysupply - calls in a supply drop at a random map location /mysupply (30,43,233) - providing a vector3 position (as a string) calls in a supply drop for that position /mysupply me - calls in a supply drop at the position of the player calling it in /msauto - starts the automatic random deployment of supply drops per configured frequency (10 min is default) /msautoend - ends the automatic deployment Configuration { "Version": { "Major": 2, "Minor": 1, "Patch": 0 }, "Loaded Crates List: [short_name from prefab, min qty, max qty]": [ { "short_name": "bradley_crate", "min": 1, "max": 2, "is_active": false }, { "short_name": "crate_elite", "min": 0, "max": 3, "is_active": true }, { "short_name": "crate_tools", "min": 1, "max": 3, "is_active": true } ], "is_owner_locked: Is the supply drop locked to its owner?": true, "is_vanilla: Vanilla Rust?": false, "is_plane: Allow for the cargo plane annimation, or drop in the sky immediately?": false, "is_parachute: Include a standard parachute prefab, or defy the laws of modern physics?": true, "is_air_lootable: Can we loot supply drops mid-air with a mini?": true, "is_loaded: If yes, extra crates accompany the supply crate": true, "is_guarded: If yes, extra scientists will guard the supply crate": false, "guards_count (if is_guarded): How many scientists with guard the supply crate?": 2, "is_plummet: If yes, the supply drop will plummet to the earth": true, "auto_seconds: seconds between each supply drop, if on auto": 600.0 } Permissions mysupply.call - allows a player to call in a supply drop via command mysupply.supplies - allows a player to view landed supply drops across the map mysupply.admin - can start/end auto drop
    $3.99
  20. Ok so maybe perhaps I need to allow an override to allow for DynamicPVP (by CatMeat?) to determine which monuments (and zones) are pve/pvp, and only do the locking when that plugin says it's pve. I'm not sure how likely it is to have parts of Launch locked and other parts of it pvp.
  21. I love that idea, and already have that planned. I'm currently trying to finish a config gui and then for sure get that set up. PVE mode would be based on a)config setting that can be adjusted dynamically based on server conditions/states and b)on installed pve plugins. For your server, are you pvp in all monuments and then pve outside of them? I've played on those servers before. Kinda like them.
  22. Rustonauts

    Server Hud

    What a design. I'd like this in all of my plugins. Can I buy a dev license?
  23. Rustonauts

    Visibility

    1.2.5 isn't intensive at all. We always kept a running dictionary list of nodes, but now only the commanding player will see the map information.
  24. I tried it out, and works ok. Do I need to have the vending machine icons, or can I choose my icons? Can I simply have dots? Thanks.
  25. version 1.6.2 should resolve this.
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