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Everything posted by ViolationHandler.exe
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- 106 comments
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- #creative rust
- #building
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(and 1 more)
Tagged with:
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It prevents anyone who owns the spray can from free spraying, the one that allows you essentially to draw with the spray can. It still allows users to spray the little sticker things (like CS:GO sprays), as well as reskin objects. It is basically just a plugin to prevent users from free spraying since it can be used to spray obscene things. Thank you for asking! I clarified a bit more in the description as well now, so hopefully that clears any confusion for any future readers.
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Version 0.0.2
99 downloads
This Harmony Plugin prevents ALL players who own the spray can from being able to use ONLY free spraying with the spray can. This means it still allows both the reskinning of entities, and allows the spray images (the ones similar to CS:GO). It will only prevent the use of the free spray, the one that allows a user to draw with the spray can. This means for servers who disabled the Spray Can because it was allowing players to spray things they shouldn't now can enable it! My next goal is to make it so staff (BasePlayer.Developer/BasePlayer.Admin) are allowed to use it if they own it, but regular players are not, so long as its possible. Just place this plugin in your plugins folder like any other plugin. This plugin does use harmony, but does so while still remaining a .cs file. As such, it needs to be placed in the plugins folder. DO NOT put it into the harmonymods folder, as it will not work.Free -
Version 0.0.3
152 downloads
This is a harmony plugin that prevents the new Attack Helicopters from being able to use Incendiary Rockets. The rockets will not be able to be put into the helicopters rocket storage, and thus will not be able to be used. This is perfect for battlefield servers, or high multiplier servers that don't want incendiary rockets spammed everywhere. Just place this plugin in your plugins folder like any other plugin. This plugin does use harmony, but does so while still remaining a .cs file. As such, it needs to be placed in the plugins folder. DO NOT put it into the harmonymods folder, as it will not work.Free- 4 comments
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- #incendiary
- #rocket
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Version 0.0.3
66 downloads
This harmony plugin makes it so that you can use commands even while typing too quickly. You will also not extend your cooldown by opening chat and pressing enter anymore, as I have fixed that as well. These two changes are a LARGE QoL improvement, in my opinion at least, that you will likely notice pretty quickly. This plugin is a drag and drop, just drop it into your normal plugins folder and you're good to go! Will do everything by itself. Example: You send a message and press a keybind for a chat command, you get told you're chatting to fast, or even just trying to type a command right after typing. With this plugin, you will NEVER have that issue again. Example 2: Send a message, and then have a cooldown of 5 seconds, you open chat and press enter to close it, your cooldown will not be updated.$1.69 -
Agreed
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Thank you for your interest in it And that would be because its not meant to. It currently only sends the F1 console of the user. Would you prefer a config setting that would be essentially "Send message in F1 Console" as well as another that is "Send message in chat", both of which could be enabled?
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Changed Status from Pending to Not a Bug
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Version 0.0.7
259 downloads
A plugin that allows server owners to prevent their staff from bypassing suicide cooldown, along with adding configurable suicide cooldowns. Working on a better unload and load process. Documentation Just use the config to enable/disable the default respawn cooldown of 60 seconds, if you put false for the Default Suicide Cooldown, then it will follow whatever cooldown value you put into Suicide Cooldown. This can be however long you want, from 0-9999999. Initalization Upon loading the plugin, it will update the users cooldown if the default cooldown is disabled and the cooldown is less than 60 seconds (the default). This means if you have it set to 40 seconds, and the users cooldown is at 50, it will be set to 40 instead. However, if the cooldown happens to be 120 seconds, the plugin during loading will do nothing because I have no fair way of making a user who suicided prior to loading the plugin wait longer after already waiting a while. Unloading Upon unloading this plugin, if the cooldown for the user is longer than the default cooldown, it will update their cooldown to the default cooldown. However, if your suicide cooldown is less than typical respawn times, it does nothing since I couldn't find a fair way to set it to 60 without knowing that they did or didn't just wait 50 seconds to try to suicide (ie, if the suicide cooldown happened to be 55), and then the plugin got unloaded and the user now has to wait another 60 seconds. Config (Default Config) { "Default Suicide Cooldown": false, "Suicide Cooldown": 10, "Round the suicide cooldown to a whole number when displaying to user": true, "Send responses to the user via F1 Console": true, "Send responses to the user via chat": true }Free -
Not sure if it would actually help, but presuming the plugins remove ALL of their bits after unloading, you unloading each plugin individually may help you find the plugin responsible. Then its at least narrowed down to a plugin, then after you can try and check where in particular. It also may be 2 separate plugins doing it as well, one causing 1 each.
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Version 0.1.6
26 downloads
Short Description: Makes your guns create entities/explosions/animals wherever your bullet impacts, or freezes/removes entities/NPCs that you hit with your bullet. Configured via commands. Allow players to use certain guns to spawn animals, explosions, or entities wherever their bullet lands. Or maybe freezing entities is up your alley! If you've ever wanted to do the mannequin challenge with NPCs/Entities in Rust, now you can! You freeze almost every entity in the game using a specified, configurable gun. Not interested in freezing entities? How about deleting them from existence because they are bothering you, well, lucky for you this plugin has that too! Anywhere you shoot will have any of the above abilities if you activate them! The plugin automatically unfreezes all entities that were frozen upon unloading the plugin. This is a configurable setting you can disable, however, Cargo will always unfreeze itself the way I have it set up to not cause any issues. Cargo is also currently the only one that freezes itself upon loading the plugin if it was already frozen when unloading it. You can freeze entities with this plugin in your own plugins via calling the methods: GunTypes.Call("MethodName", parameter1, parameter2, parameterX); // EX: GunTypes.Call("CargoFreeze", CargoShip, IPlayer, string, bool); FEATURES: Explosive Gun: MLRS Rocket Incendiary Rocket Satchel Charge F1 Grenade Flash Bang Napalm Fire (the fire that Bradley/Attack Heli drops) Supply Signal Animal Gun: Wolf Bear Polar Bear Boar Chicken Stag Shark NPC Gun: Scarecrow NPC Bandit Camp Scientist/Guard Cargo LR-300 Scientist Cargo MP5 Scientist Underwater Dweller Tunnel Dweller CH47 Chinook Scientist (M249) (cannot move) Outpost Scientist Entity Gun: Scarecrow (entity, the T-Posed object with a hat meant to scare crows) Snowman Christmas Tree Candy Canes Present Zombie Test (Customizable via Config, just put the prefab) Freeze Gun (What it's able to Freeze) Cargo Attack Heli Bradley Chinook/CH47 All Vehicles (Mini Copter, Car (Modular Cars), Sedan, Rhib, Tugboat, Rowboat, Paddle Boat, Subs, Scarp Heli, Trains/Workcarts, Snowmobiles, Ridable Horse) Animals ALL AI (Scientists, Underwater Dwellers, NPCMissionProviders, Etc.) Traps (Landmines, Bear Traps, Gun Traps) Auto Turrets/Flame Turrets (Safezone turrets and regular ones) Sam Sites (Safezone Sam Sites and regular ones) Conveyors Doors Hackable Crate StorageContainers Remove Gun (What its able to Remove) Everything that is Interactable. Abandoned Military Base (Basically all of the monument can be removed for whatever reason, only things that will remain are the entrances and outlined portion of the monument where the ground is raised) PLANNED FEATURES: Car Gun (What its able to shoot) Rhib Attack Helicopter (new one, not patrol heli) Chinook Sedan Minicopter Tugboat Tomaha Solo Sub Modular 4 Car Modular 2 Car Video Examples: Note: The SPAS12 video used 4x the explosive amount per pellet. More Videos to come! EXAMPLE OF CAR GUN (NOT IN PLUGIN YET This is also a slightly older implementation, and has now been slowed down to prevent as much clipping into the ground/through objects. Permissions: guntypes.gun - Allows user to use the /gun command. guntypes.setgun - Allows user to use the /gun set command. guntypes.animal - Allows user to use the /gun animal command. guntypes.explosive - Allows user to use the /gun explosive command. guntypes.entity - Allows user to use the /gun entity command. guntypes.remove - Allows user to use the /gun remove command. guntypes.freeze - Allows user to use the /gun freeze command. guntypes.npc - Allows uers to use the /gun npc command. Any other permission you see DO NOT USE OR ACTIVE YOURSELF they are for internal plugin use. You SHOULD NOT attempt to give a user ALL permissions when giving permissions to a user. Give them manually. Chat Commands: Note: Turning on any of the gun modes via their direct name (i.e: animal, entity, etc.) will also effectively do `/gun on` for you. /gun off - Disables gun mode in general to prevent use of any of the types below. /gun on - Activates gun mode in general to allow use of any of the types below. /gun animal - Activates animal gun mode. /gun explosive - Activates explosive gun mode. /gun entity - Activates animal gun mode. /gun freeze - Activates animal gun mode. /gun remove - Activates animal gun mode. Use Shortnames to change the gun type, or their defining part of their name. EX: for "pistol_revolver", do "revolver". /gun set animal wolf - Sets your current held gun to the wolf gun. /gun set explosive mlrs m249 - Sets the M249 to the MLRS gun. /gun set freeze - Sets your current held gun to the freeze gun. (only 1 freeze type so no type specification required) /gun set remove pistol_revolver - Sets revolver to the remove gun. (only 1 remove type so no type specification required) /gun spawnfrozen on - Sets NPCs and Animals to spawn frozen. /gun spawn frozen on - Sets NPCs and Animals to spawn frozen. Lots of QoL allowances for freeze AoE commands. /gun set freeze aoe on - Sets freeze AoE (radius) on. /gun freeze aoe on - Sets freeze AoE (radius) on. /gun set freeze aoe 12 - Sets freeze AoE (radius) to 12m. /gun freeze aoe 12 - Sets freeze AoE (radius) to 12m. Note/Be Aware: A gun that is used multiple times in the same gun type will only allow for 1 of the specified events to occur. EX: using explosive gun and having M249 set to both C4 and MLRS will only allow either C4 or MLRS to happen, not both. You will need to manually set the other M249 value to something other than the M249 value for the type you're not attempting to use. Meaning if you are trying to use C4 and NOT MLRS, then set MLRS to something other than the C4 value. You can now change your guns without affecting other users guns! Note 2: You setting the gun for yourself also sets it for ALL other players who are using the plugin. My goal is to eventually change this to individual gun settings for each user, but current implementation does not allow for it yet. Config: { "The command you type in to use the plugin": "gun", "Color/Hex for Syntax in Lang": "#ff3d3d", "Color/Hex for Commands in Syntax in Lang": "orange", "Color/Hex for 'Animal Gun' in Lang when calling the Gun Types commands": "#30D5C8", "Color/Hex for 'Explosive Gun' in Lang when calling the Gun Types commands": "orange", "Color/Hex for 'Entity Gun' in Lang when calling the Gun Types commands": "purple", "Color/Hex for 'Remove Gun' in Lang when calling the Gun Types commands": "#ff3d3d", "Color/Hex for 'Freeze Gun' in Lang when calling the Gun Types commands": "#30D5C8", "Color/Hex for 'NPC Gun' in Lang when calling the Gun Types commands": "#cf1d40", "Color/Hex for 'Activated' in Lang when calling the Gun Types commands": "green", "Color/Hex for 'Deactivated' in Lang when calling the Gun Types commands": "red", "The Color/Hex of the attempted entity/gun in the response for successful/failed gun setting": "orange", "The Color/Hex of the attempted spawn type in the response for successful/failed gun setting": "#40E0D0", "The test entity spawned using the entity gun": "assets/content/structures/interactive_garage_door/sliding_blast_door.prefab", "Unfreeze ALL frozen entities upon unloading (Excluding Cargo, it will automatically unfreeze).": true, "Freeze AoE (radius) Effect Enabled for ALL user with freeze permission (if set to false, no one can use AoE. If enabled, allows AoE Freeze)": true, "Max AoE (radius) a user is allowed to set for AoE freezing": 350, "Spawn tamable animals": true, "Spawn animals already tamed by the user who shot the gun": true } Credits: bmgjet - Thanks to bmgjet for allowing me to use code that they had made to get the closest cargo node, and also informing me on a way to freeze cargo!$9.99 -
Add personal player PR wipes NON admin command
ViolationHandler.exe posted A Support Request in Support
Could you add a way for users to wipe their own PR with a configurable cooldown? Could technically make it just piggyback on the /pr del command (not sure how bad it is to do this way) using console to run the command like ``ConsoleSystem.Run(ConsoleSystem.Option.Server, $"/pr del {player.userID}");`` and just make it so they need X permission to use the new command. Then having a cooldown in config that can be changed based on the server owners preferences, aka 1 day, 1 week, 1 hr. Thanks