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Rustonauts

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Everything posted by Rustonauts

  1. 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.
  2. would you mind deleting any data files for puzzlepoints and then reloading it?
  3. working on this now. update broke it
  4. I sent you a message with a new version to test.
  5. Hey there.. I sent you a message.
  6. Rustonauts

    Npc Spawn

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

    Npc Spawn

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

    My Supply

    The version, a regular supply signal. Does your server have other methods that you're thinking of?
  9. 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.
  10. Rustonauts

    My Supply

    love it! stay tuned..
  11. Rustonauts

    My Supply

    Version 2.3

    52 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
  12. 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.
  13. 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.
  14. Changed Status from Work in Progress to Closed Changed Fixed In from 1.6.1 to 1.6.5
  15. Rustonauts

    Server Hud

    What a design. I'd like this in all of my plugins. Can I buy a dev license?
  16. Changed Status from Pending to Closed Changed Fixed In to 1.6.5
  17. 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.
  18. Changed Status from Work in Progress to Closed
  19. 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.
  20. Rustonauts

    Spamming in chat

    Changed Status from Work in Progress to Closed Changed Fixed In from 1.6.1 to 1.6.2
  21. Rustonauts

    Spamming

    Changed Status from Can't Reproduce to Closed Changed Fixed In from 1.6.1 to 1.6.2
  22. version 1.6.2 should resolve this.
  23. 1.6.2 should resolve this.
  24. 1.6.2 should resolve this - thanks.
  25. My bad.. 1.6.2 should resolve this. Let me know please.
1.6m

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