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Everything posted by Fusion 3.64
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Had a player tell me today that if you build your base with twig foundations it will bypass the foundation requirement. No idea if this is true since I haven't seen it. But this is coming from one of the players who's super into raiding the abandoned bases. So I'm guessing they know what's up. Also a question on the min requirements. If I drop it down to 1 and 1 (foundation/walls) will that open things up to any exploits? Or will this prevent people from setting up 1x1 stashes to go to if they get "Wiped".
- 634 comments
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- #rust
- #rust plugin
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Here's an example of how I have mine set up. { "Type": "Command", "ID": 1124, "Image": "https://i.imgur.com/dnhmUDt.png", "Title": "Large Car (Place outside)", "Command (%steamid%)": "portablevehicles.give %steamid% car4", "Plugin": { "Hook": "Withdraw", "Plugin Name": "Economics", "Amount": 0 }, "DisplayName (empty - default)": "", "ShortName": "", "Skin": 0, "Amount": 1, "Price": 3000.0, "Sell Price": 0.0, "Buy Cooldown (0 - disable)": 900.0, "Sell Cooldown (0 - disable)": 0.0, "Discount (%)": { "shop.default": 0, "shop.vip": 0 } },
- 838 comments
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- 2
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- #shop
- #shop ui
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(and 26 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
- #halloween
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- 838 comments
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- #shop
- #shop ui
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(and 26 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
- #halloween
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I use https://code.visualstudio.com/ to edit my configs. Just use CTRL+F then paste !SpawnsController.Instance.Test into the search field. Hit enter and it'll bring you right to it. It also has the option to replace all entries with another entry. Great for doing group edits on a config if you have to change glue to sticks one like 23 lines for example. Lifesaver on BotSpawn when making massive changes to the serverwide behavior to the bots.
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- 197 comments
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- 1
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- #rust plugin
- #custom rust plugin
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(and 2 more)
Tagged with:
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One of my admins was in there. But you're right. Though sadly this logic doesn't apply to everyone. Also I have it so players have to wait until a raid is finished or times out before they can start another. So if a base is fucked like this one is and you can't tell until you blow through the wall, it's locked to you and you can't do anything about it. I could reload the plugin. But if I do it screws all the other active raids. So I managed to get the line swap in before the 12:30 restart. And it looks like it worked. A new base spawned right next to the area I just posted. I'm guessing that means that it managed to see the rock formations? I do not understand code at all. So removing a ! confuses me even more lol.
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Found a bug. If you go to a static pump jack and look at the blue barrel with the black hose coming out of it, depending on your distance from it, either looking left or right if you are further back. Top to very bottom if you are close. Will change from open to check for liquids. All barrels on the static quarries do this. But so far "personal" quarries and pumps seem untouched.
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Failed to call hook 'OnEntityTakeDamage' on plugin 'PunishAttacker v1.4.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PunishAttacker.IsClanMemberOrAlly (System.UInt64 userID, System.UInt64 targetID) [0x00013] in <829ae62ea5454b048c51407925fb40ce>:0 at Oxide.Plugins.PunishAttacker.IsAlly (System.UInt64 userID, System.UInt64 targetID) [0x00014] in <829ae62ea5454b048c51407925fb40ce>:0 at Oxide.Plugins.PunishAttacker.OnEntityTakeDamage (BasePlayer victim, HitInfo info) [0x00144] in <829ae62ea5454b048c51407925fb40ce>:0 at Oxide.Plugins.PunishAttacker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005d1] in <829ae62ea5454b048c51407925fb40ce>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0 Not sure if this is just me, but figured I should post.
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- 838 comments
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- #shop
- #shop ui
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(and 26 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
- #halloween
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@Mevent Request: Allow players to deposit economics balance. I'm running RustRewards. Players gain points through set actions. So there's a lot of Economics points that they aren't able to deposit or transfer to other players. I have "Economy Settings": { "Use own economic system?": true, "Plugin name": "Economics", "Balance add hook": "Deposit", "Balance remove hook": "Withdraw", "Balance show hook": "Balance" }, set so I figured I should be able to transfer them. But I'm guessing that's not a thing. Or maybe I'm just missing something somewhere? I see that you're able to set points for pickups and boxes etc. But I'm not able to replace RustRewards entirely with how things run in the plugin.
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- 634 comments
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- #rust
- #rust plugin
- (and 6 more)
