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Everything posted by Clay
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Also, I want to ask: using the "enabledzones" section of the config, to do so, I have to set "UseZoneManager" to true, correct? So it looks like when I have the plugin setup as follows: { "Options": { "RequirePermission": false, "protectedDays": 0.0, "useZoneManager": false, "useSchedule": false, "useRealTime": false, "useFriends": false, "useClans": true, "useTeams": true, "useNextGenPVE": true, "HonorRelationships": true, "OverrideOven": false, "OverrideTC": true, "StartEnabled": true, "StartLogging": true, "LogToFile": true, "AdminBypass": false, "BuildingShareRange": 150.0, "BShareIncludeSigns": false, "BShareIncludeLights": false, "BShareIncludeElectrical": false, "TCAuthedUserAccess": true, "useHammerForShareStatus": false, "respondToActivationHooks": true, "allowLootingInPVPAreas": true, "allowLootingOfflineOwner": false }, "Rules": { "abovegroundpool.deployed": true, "bbq.deployed": true, "box.wooden.large": true, "button": true, "campfire": true, "cursedcauldron.deployed": true, "fridge.deployed": true, "fuelstorage": true, "furnace.large": true, "furnace.small": true, "hopperoutput": true, "item_drop_backpack": true, "lock.code": false, "lock.key": false, "mixingtable.deployed": false, "murderer_corpse": false, "paddlingpool.deployed": true, "player": true, "player_corpse": true, "recycler_static": false, "refinery_small_deployed": true, "repairbench_deployed": false, "researchtable_deployed": false, "scientist_corpse": false, "sign.hanging": true, "sign.huge.wood": true, "sign.large.wood": true, "sign.medium.wood": true, "sign.pictureframe.landscape": true, "sign.pictureframe.portrait": true, "sign.pictureframe.tall": true, "sign.pictureframe.xl": true, "sign.pictureframe.xxl": true, "sign.small.wood": true, "vendingmachine.deployed": false, "woodbox_deployed": true, "workbench1.deployed": true, "workbench2.deployed": true, "workbench3.deployed": true }, "Zones": null, "EnabledZones": null, "DisabledZones": [ "exclude" ], "Schedule": "", "Version": { "Major": 1, "Minor": 0, "Patch": 32 } } It actually works backwards. Looting is enabled in PvE zones and Disabled in PvP zones. No other combination of settings I tried would get it to function correctly. We tested MANY different options. It seemed that the console was reporting that a player was "NOT in PVE zone" when they were in a PVE zone, and vice versa when they were in PVP.
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Thanks for the rapid response. I really really appreciate it. I've been struggling with this for a while now. Do you think that I can reference "exclude" from within lootprotect and it function properly? I was using "default" because that's what I saw... Now I realize I should've been attempting "exclude" I think you're referring to how it's actually named based on the location instead of just an numerical ID - I believe this is done by the ZoneManagerAutoZones plugin. This gives me hope. So if I only list DisabledZones, then it should function everywhere? I guess I was thinking I needed to provide ALL the information. I will test out a few things and report back. Again, thank you so much. Clay
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Also, when "UseZoneManager" is set to true - we get these errors in console when looting happens: [Oxide] 22:44 [Error] Failed to call hook 'CanLootEntity' on plugin 'LootProtect v1.0.32' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LootProtect.CanAccess (System.String prefab, System.UInt64 source, System.UInt64 target) [0x0022d] in <7a52d363aff7411e90871e70dd5a5d95>:0 at Oxide.Plugins.LootProtect.CanLootEntity (BasePlayer player, DroppedItemContainer container) [0x000ac] in <7a52d363aff7411e90871e70dd5a5d95>:0 at Oxide.Plugins.LootProtect.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0109a] in <7a52d363aff7411e90871e70dd5a5d95>:0 17kb/s in, 59kb/s out at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 [Oxide] 22:44 [Error] Failed to call hook 'CanLootEntity' on plugin 'LootProtect v1.0.32' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LootProtect.CanAccess (System.String prefab, System.UInt64 source, System.UInt64 target) [0x0022d] in <7a52d363aff7411e90871e70dd5a5d95>:0 at Oxide.Plugins.LootProtect.CanLootEntity (BasePlayer player, DroppedItemContainer container) [0x000ac] in <7a52d363aff7411e90871e70dd5a5d95>:0 at Oxide.Plugins.LootProtect.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0109a] in <7a52d363aff7411e90871e70dd5a5d95>:0 16kb/s in, 108kb/s out at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 [Oxide] 22:44 [Error] Failed to call hook 'CanLootEntity' on plugin 'LootProtect v1.0.32' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LootProtect.CanAccess (System.String prefab, System.UInt64 source, System.UInt64 target) [0x0022d] in <7a52d363aff7411e90871e70dd5a5d95>:0 at Oxide.Plugins.LootProtect.CanLootEntity (BasePlayer player, DroppedItemContainer container) [0x000ac] in <7a52d363aff7411e90871e70dd5a5d95>:0 at Oxide.Plugins.LootProtect.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0109a] in <7a52d363aff7411e90871e70dd5a5d95>:0 17kb/s in, 69kb/s out at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0
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1) DEATH BACKPACKS When a player's body disappears or it is harvested, a backpack appears. It is lootable no matter what the config says. It is in my config to protect item_drop_backpack. Still lootable. I've seen this mentioned before, and I've not been able to get this to function properly. Is this something I can get to work? I do know that the backpack has no "owner", I'm imaginging that is the problem. 2) USING ZONEMANAGER I'm attempting to have a setup where the map is PvE except for PvP zones (NextGenPvE and DynamicPvP). I want all lootables protected UNLESS a player is killed in a PvP zone, then I want their body / backpack to be lootable. In the config, when I have UseZoneManager set to true, items that would normally be protected when it is set to false, can be looted. In fact, everything can be looted, everywhere. Looted entities give this message in the log with ZoneManager enabled: [2023-02-16 22:09:05] Player [admn] Clay looting StorageContainer furnace [2023-02-16 22:09:05] CheckCupboardAccess: Unable to find authorized cupboard for furnace. [2023-02-16 22:09:05] Player [admn] Clay not in a zone we control, or in a zone we have disabled. [2023-02-16 22:09:06] Player [admn] Clay looting StorageContainer furnace [2023-02-16 22:09:06] CheckCupboardAccess: Unable to find authorized cupboard for furnace. [2023-02-16 22:09:06] Player [admn] Clay not in a zone we control, or in a zone we have disabled. This is me attempting (and succeeding) to loot another player's furnace in their base that is protected with a TC. It's claiming that I'm not in a zone the plugin controls, or in a zone that is disabled. This is true, it's not in a zone listed in the config, but there is no zone for ALL-PvE-AREAS. How do I set the plugin up so that it functions in the way I desire? I want to have Loot Protection enabled MAP-WIDE and only use ZoneManager to DISABLE LootProtection for PvP zones. Attached are my configs I'm using when I'm getting the log messages above. Also - please see the "Zones": {} section of the LootProtect config. Why are there three sections? One for "Zones", "EnabledZones", and "DisabledZones"? This is confusing. Is this where my issue is coming from? I've been testing with many different configurations without any luck other than disabling all "UseXXX" and having LootProtect run always, everywhere. NextGenPVE.json LootProtect.json
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Players unable to use Switches? [CONFIG INCLUDED]
Clay replied to Shark-A-Holic's Support Request in Support
Any update on this @RFC1920? -
- 72 comments
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- #rust
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I love this plugin. It has so much customization options as well as additional perks for your server. It doesn't get much better when you have all these options and functionality AS WELL AS having a BEAUTIFUL and intuitive user interface. I can't wait until you implement the private inventories for the giant excavator as well. My players ask about that on a daily basis.
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- 387 comments
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- #helicopter
- #helicopters
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Is there anyway this plugin can be made to work with a smaller entity? Like a computer station? Or something similiar? Hell, even a drop box? I love the idea of this, but I don't want huge marketplaces all over the map. Please let me know what else is possible, even if it's something I have to do on my end. Thank you so much!!! Would love to purchase ASAP if this is possible
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It was last updated in December, but it seems it's been broken since then. There's several issues I've been experiencing. I moved on and purchased another plugin from a different developer that covers ALL the bases that this plugin did, plus many more. So many features. You'll find it if you're looking for other paid QUARRY plugins.... I don't like to take business away from other developers and send people elsewhere, but with the lack of response since the beginning of last December while such critical components of the plugin are broken... Doesn't leave us much choice. I hope Raul / Death come back around to get us going with this plugin again Either way, they put a lot of work in on this until now, and that's appreciated.
- 195 comments
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- #rust plugin
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- 655 comments
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- #shop
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- #shop
- #shop ui
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- #gui shop
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- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
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Tagged with:
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- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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Quarries are producing stones and all three ore types at once while not being upgraded at all... Also, has there been a way made to adjust how much work is done with each type of fuel? Currently, it's treating low grade as though it were diesel and running for quite a while. This is way way way too overpowered for the players to use.
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- 655 comments
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- #shop
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(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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- 655 comments
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- 1
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- #shop
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(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
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- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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Thank you for the quick response. I currently have your "example" cfg file installed to get rid of the default pricing of 100 each, buy and sell. I didn't know it was only going to have three categories though. I have been looking for a section in the code where All the preexisting categories are located so I can "enable" the other categories, because I see that as an option on the three that came in the example cfg you gave (attire, medical, misc). But it looks like those are the only three in the cfg file period. So I will have to readd them completely instead of just "enabling" them, correct? I hope I am being clear. I'm grateful for your help. I have included a screenshot to show the location I have found in the code. When you are "adding an item" in the GUI is the only way to choose what category it goes into is by already being in that category in the shop when you click "add an item"?
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- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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- 655 comments
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- #shop
- #shop ui
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(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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- 195 comments
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