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Everything posted by Rise
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Hey Senyaa, I currently use a custom outpost with a custom outpost name using a Monument Market. When using the in-game commands to place the vendor. It locks onto the Train Tunnel entrance. Meaning i get Vendors at all train tunnel entrances across the map. The easiest solution is to place them via Rust Edit. Though the in-game commands are easier to set and forget Not sure if this is something that can be tweaked. Though also not a major issue.
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I've been using Car Vendor since Nov22. I like the fact that Senyaa took the time to add both a RustEdit and server command solution to the placement of the car vendor. The config is clean and simple. The support and updates have been consistent over the year. It's great for those of us who like to create custom monuments or prefabs. It also adds another element of RP for all server types.
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Hey SrMiller, hope you had a good Christmas break. Also appreciate you taking the time to answer some of my questions over the holiday period. I've gotten the chance to actively use the plugin and it works great! I'd love to throw a few ideas/feature requests below from myself and others in my community for your consideration. - URL Only Option Currently, players can submit a Workshop Skin via a URL or the SkinID. The benefit of the URL over the SkinID, is that Discord provides a preview of the skin and an admin can quickly visit the Workshop link to check the skins meet any requirements the server might have on skin submissions. (Though it would be great if any SkinID displayed in any response messages from the bot could also linked directly to the skin URL) - Approval/Reject Link Back or Amend When approving or rejecting a submitted skin could the response be given as a reply or include a link back to the original message? This would just help quickly identify which approval or rejection the message belongs to. - Reject Reason Option When a skin is rejected an option that allows the admin to provide a reason. - Auto Reject or Mark as Duplicate Could the bot store SkinIDs or check the skinbox data for existing IDs and auto-reject previous rejections or mark them are previously accepted? - Official Skins Highlight I think this is unlikely to be possible, but I'll ask the question anyway. Could the bot highlight or in some way mark any skins submitted that are official skins? Along with an option to auto-reject those with a predefined reason. Appreciate your time and any consideration on any of the above ideas. Have a great New Year!
- 86 comments
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It's a great little plugin for anyone's Rust Discord community—extremely easy to set up with self-hosting and easy to use by players. This plugin can help keep your Skinbox and the ability to request skins in mind and an easy submission format. SrMiller also took the time to answer a few questions I had. I look forward to seeing how this plugin could develop further.
- 86 comments
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Hey, getting this error with the new update. If you need any more info let me know. Thanks `Error while compiling: CarVendor.cs(1161,59): error CS1503: Argument `#1' cannot convert `float' expression to type `int'`
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Thanks Bones, was just checking if it was a bug or not as you'd suggested either in the description. The rivers are definitely a pain to work with in the editor side by side is a good shout. I think the length had been the issue with getting it to show up. But didn't dig too much deeper at the time. Lake V2 a simpler process. Thanks for the reply.
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The addition of the Skin button to the lockers through this plugin provides a fantastic quality of life feature that makes it easier for our players and groups to customise in their preferred colours. It's simple and easy to use and provides added value to our VIP plan. I can't leave this review without also highlighting the developer behind it. Malmo has a fantastic work ethic and has always been happy to provide support and assistants when needed.
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Hey Zeode, Kind of connected to another users request about being able to see what Heli is out as an admin. Would you consider adding support for Custom Status Framework that would display which Heli is currently out on the map? The reason for this would be so that players less comfortable with a higher tier heli would know to avoid it
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- #helicopter
- #helicopters
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- 1,037 comments
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- #loot
- #customloot
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- 1,037 comments
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- #loot
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- 50 comments
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Amazing tool, saves loads of time when searching for skins we might need to remove or are no longer available. Thank you!!! A couple of features I'd love to see in the future. - Ability to increase the thumbnail size - View All, shows everything or you can select multiple categories - An icon to distinguish official skins vs workshop skins, along with a button to remove any official skins from the list
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- 1,037 comments
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- #loot
- #customloot
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- 100 comments
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- #lighting
- #automation
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- 100 comments
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- #lighting
- #automation
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Hey The_Killing, We've noticed that blueprints of different items will stack together. For example. If i have a blueprint of an AK and Bolt. These can be dragged on top of each other or sorted into a box and will stack to be 2 of 1 item.
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Hey hey, just been playing around and creating my own wagon. I wanted to use `assets/bundled/prefabs/radtown/minecart.prefab` in place of a standard box. If the train spawns near me they are visible. But if the train spawns further away. They aren't' visible but still lootable. Any ideas, or just a container that won't work while moving. "Preset Name": "minecart_default", "Prefab": "assets/bundled/prefabs/radtown/minecart.prefab", "Time to unlock the crates (LockedCrate) [sec.]": 0.0, "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - Add Items)": 1, "Own loot table": { "Minimum numbers of items": 1, "Maximum numbers of items": 2, "List of items": [ { "ShortName": "scrap", "Minimum": 100, "Maximum": 200, "Chance [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" } ] } "Preset name": "wagon_crate_1", "Prefab name": "assets/content/vehicles/trains/wagons/trainwagonc.entity.prefab", "Bradley preset - locations": {}, "Turret preset - locations": { "turret_ak": [ { "Position": "(-0.940, 1.559, -6.811)", "Rotation": "(0, 0, 0)" }, { "Position": "(0.940, 1.559, -6.811)", "Rotation": "(0, 0, 0)" }, { "Position": "(-0.940, 1.559, 6.811)", "Rotation": "(0, 180, 0)" }, { "Position": "(0.940, 1.559, 6.811)", "Rotation": "(0, 180, 0)" } ] }, "SamSite preset - locations": {}, "NPC preset - locations": {}, "Crate preset - locations": { "chinooklockedcrate_default": [ { "Position": "(0, 1.550, 0)", "Rotation": "(0, 0, 0)" } ], "minecart_default": [ { "Position": "(0.7, 1.801, -2.359)", "Rotation": "(0, 0, 0)" } ] }, "Decorative prefab - locations": {} }, Just for a laugh i also tried to make a wagon with Pookies sat all over it. They also didn't appear. Are we limited to a certain type of prefab?
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- 1,037 comments
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- #loot
- #customloot
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