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Everything posted by synvy
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Changed Status from Closed to Fixed
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Changed Status from Pending to Closed Changed Fixed In to 2.0.2.1
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Fixed. Uploading new version now.
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Changed Status from Pending to Closed Changed Fixed In to 2.0.1
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This has been fixed in 2.0.1
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Working on a patch now.
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Changed Status from Pending to Closed Changed Fixed In to 1.2.1
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This should be resolved. Sorry for the delayed response. If the issue still persists, please let me know ASAP.
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Changed Status from Pending to Closed Changed Fixed In to 1.2.0
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Changed Status from Pending to Closed Changed Fixed In to 1.2.0
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I am closing this ticket. Facepunch has finally added a hook to check for assigning other players to turrets. Implemented proper checks for turret authorization by owner. Implemented Discord notifications for admins when players attempt to assign other players to turrets.
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I've just gone ahead and implemented a different approach. Please let me know if your users are still having trouble. My apologies for the inconvenience.
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Update 1.1.6 added checks to turrets to prevent players from adding friends to the auth list. Facepunch does not provide a method of disabling this, so instead I have gone the route of checking for more than one authorized player before a turret startup. If it's more than one player, it clears the auth list on the turret. Players will have to re-authorize. If it's still happening after players re-authorize, please let me know. From what I can see in the code, it shouldn't be a problem for new players.
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BRUH I FORGOT TO RETURN FALSE. I will update it now to fix EDIT: 100% should stop the turret from turning on now.
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It's been implemented. Please let me know if there's any issues with it. Since there's no player defined in the OnTurretStartup hook, I used the turret's owner id to get the player. This should only print out the warning message to the owner of the turret.
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Apparently the Rust developers did not account for Oxide support when they implemented that function. The only thing I can do to combat it is to check on turret startup whether more than one player is authorized on the turret, stop it from starting up, send a message stating that too many players are authed, and clear the auth list. I am implementing it now. private object OnTurretStartup(AutoTurret turret) { if (_config.restrictTurrets && turret.authorizedPlayers.Count > 0) { var player = FindPlayerByUserID(turret.OwnerID); if (player != null) { if (HasPerm(player.UserIDString, perm)) { PrintWarningMessage(player, "TurretStartupWarning"); turret.authorizedPlayers.Clear(); turret.SendNetworkUpdate(); } } } return null; }
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I will look into this tonight.
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Can you please send me a video regarding the bug? There's nothing else that I can find in the Rust documentation that would disable that.
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Changed Status from Pending to Closed Changed Fixed In to 1.1.3
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Edited off phone (no compiler to check for mismatches). I just got on my PC and used a different ID check. Should be compiling now.