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Everything posted by ViolationHandler.exe
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Add personal player PR wipes NON admin command
ViolationHandler.exe replied to ViolationHandler.exe's Support Report in Support
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Plugin has ability to remove stats on ban, but doesn't care if the player is tempbanned (not EAC) or not, which results in players who are banned for a specified period of time to lose all of the stats they've accumulated. I sent you a DM regarding the issue, however, I have a feeling it went into DM requests, so I am making a more formal approach. Should be able to just add the following method: private bool IsUserPermaBanned(ulong id) { ServerUsers.User user = ServerUsers.Get(id); if (user.group == ServerUsers.UserGroup.Banned && user.expiry == -1) return true; return false; } and modify the following hooks: void OnPlayerBanned(string name, ulong id, string address, string reason) { if (conf.Options.deleteOnBan && IsUserPermaBanned(id)) data.PlayerRankData.Remove(id); } void OnPlayerConnected(BasePlayer player) { if (IsUserPermaBanned(player.userID)) { if (conf.Options.deleteOnBan && data.PlayerRankData.ContainsKey(player.userID)) data.PlayerRankData.Remove(player.userID); return; } DestroyMenu(String.Empty, player); if (!data.PlayerRankData.ContainsKey(player.userID)) { data.PlayerRankData.Add(player.userID, new Dictionary<string, object>()); foreach (var entry in PRDATA) data.PlayerRankData[player.userID].Add(entry.Key, entry.Value); } UpdatePlayer(player); GiveDelayedRewards(player); } and modify the method void SaveData(bool sql): if (conf.Options.deleteOnBan) { List<ulong> banlist = Pool.GetList<ulong>(); // no reason not to use pooled list. try { foreach (var entry in data.PlayerRankData) { if (IsUserPermaBanned(entry.Key)) banlist.Add(entry.Key); entry.Value["Status"] = "offline"; } foreach (var banned in banlist) data.PlayerRankData.Remove(banned); } catch (Exception e) { Console.WriteLine(e); } finally { Pool.FreeList(ref banlist); } }
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That, unfortunately, you'll have to wait until FP actually does global rendering. I technically maybe could add it to this plugin, but I don't believe it would be as well done as the helicopter aspect. I do believe there are convars you can mess around with to attempt to get better rendering, but the downside to them is that performance (server wise) may suffer depending on what you're attempting to change them to. I haven't really messed enough with the convars to know enough to confidently say though.
- 2 comments
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- #helicopter
- #fix
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Version 0.0.1
594 downloads
Basically this plugin fixes the rendering bullshit that is Rust when it comes to flying vehicles (Attack Heli, Scrap Transport Helicopter, and Minicopter). View video below for an example of what it actually looks like in game. In my opinion, this is something that should have happened much sooner given how drastic of a improvement it is. ALSO this plugin unintentionally almost entirely fixes the issue of having players equipped items re-equip while flying to fast, which is a result of flying into an area that is not loaded yet, then gets loaded. Code Speak: Plugin projects forward a position based on the players speed and direction as a result, it loads that area in front of the player which allows them to see players, buildings, animals, etc. To prevent overloading the network, it has a (by default but configurable) 1 second delay between each update (each render). The distance forward it projects is also configurable for servers who have faster or slower helicopters. NOTE: The speed of Minicopters is increased on this server, so keep that in mind. However, it also goes to show how much it can improve visibility. Default Config: { "The minimum speed required for this to take effect. (Increasing this will make it so the helicopter needs to be faster to trigger this effect)": 20.0, "Distance forward to render.": 3.75, "The minimum amount of time before attempting to load the area in front of the player.": 1.0, "The value required to load the area in front of the player. Determined by speed.": 37.5 }Free- 2 comments
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- #helicopter
- #fix
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Version 0.0.5
183 downloads
This plugin allows you to remove the gibs from almost everything in the game whenever it gets destroyed. It is also fully customizable for the best server/user experience. Note: I personally recommend just using default config unless you want certain things to have gibs while not wanting certain other things to have gibs. Default Config: { "Remove ALL gibs from destroying/removing everything. (Including decaying things)": true, "Remove gibs from ent killed entities.": false, "Remove gibs from entities killed by cargo driving through base.": false, "Remove gibs from modular car being hurt.": false, "Remove gibs from loot containers after being looted fully by a player.": false, "Remove gibs from loot containers killed by Patrol Heli/Bradley.": false, "Remove gibs from entities when using a hammer to demolish them.": false, "Remove gibs from entities when not enough Stability.": false, "Remove gibs from tool-cupboard when placing in another building privilege zone.": false, "Remove gibs from entities when their ground is missing.": false, "Remove gibs from traincars when they die.": false, "Remove gibs from barricades blocking the train (EX: the blockades in tunnels underground).": false, "Remove gibs from boats when the pool they are in get destroyed.": false } Video Demo:$1.99 -
Version 1.0.1
9 downloads
Ever wanted to prevent your players from having homing launchers target their teammates helicopters? Well with these 2 plugins you can! They can even toggle between being able to target their teammates and not being able to using a simple command. This can be configured from the config and has the ability to have more than 1 command to toggle it. Just open the zip (or unzip it) and place the two .cs plugins in your plugin folder. To switch between team targeting, just type /teamlock or /nolock. Can also do /teamlock on and /nolock off. (Assuming you have those as the commands in the command list in the config) Default Config: { "The command a user will use to toggle the locking of teammates.": [ "teamlock", "nolock" ] } Video Example:$1.99- 2 comments
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- #homing
- #homing missiles
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- 120 comments
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- #creative rust
- #building
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- 120 comments
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- #creative rust
- #building
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- 120 comments
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- #creative rust
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- 120 comments
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- #creative rust
- #building
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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
169 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
240 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
70 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
386 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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