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Everything posted by Khan
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Changed Status from Pending to Not a Bug
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Ya so if you allow the server to build the map image instead of providing one or using rustmaps then that's just facepunches / the games native code that runs to build & give me the map to send to discord. "This will generate the Custom Map Image if enabled": true I'll try re-writing the native game logic so that it doesn't kill server performance so much for servers on shared machines.
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Yes, it looks like the config was resetting that value every time the plugin reloaded. It works now tho. Also please be sure to add the Role ID like this
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Changed Status from Pending to Fixed Changed Fixed In to 1.2.1
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Version 1.0.1
9 downloads
Allows weapons to have modified magazine sizes, conditions, custom names, infinity ammo/condition, control if it should drop or not on death. Features 5 permission levels ( will default to lowest number if assigned multiple permissions to a player. ) infinity ammo toggle " Without needing to reload gun" infinity condition toggle Drop Weapon on Death toggle Custom Weapon Name options for each permission on each gun Condition Level Options on item crafted Skin Id Support on item crafted Ammo Type Support on item crafted Preloaded Magazine Size support on item crafted Each weapon has the ability to rename permission at the end. Example: weaponmodifier.1 to weaponmodifier.police Item Short-Names can be found here at this link. Chat Commands /switchperm 3 1 //permission 3 is removed & 1 is granted for everyone on the server /switchperm police cop //permission police is removed & cop is granted for everyone on the server /modify <shortname> <permission> max <true/false> /modify <shortname> <permission> maxammo <true/false> /modify <shortname> <permission> drop <true/false> // These below are only for when you craft a weapon. /modify <shortname> <permission> magazinesize <100> /modify <shortname> <permission> preloadsize <100> /modify <shortname> <permission> skin <skinID> /modify <shortname> <permission> condition <100> /modify <shortname> <permission> name <NewName> /modify <shortname> <permission> ammotype <ammoshortname> Localization The default messages are in the WeaponModifier file under the oxide lang/en directory. To add support for another language, create a new language folder (e.g. de for German) if not already created, copy the default language file to the new folder and then customize the messages. { "NoPerm": "Unknown Command: modify", "Syntax": "Invalid Params please do /modify shortname permission setting value", "InvalidSelection": "You've selected an invalid weapon to modify please type a valid weapon shortname", "InvalidWeaponOption": "Weapon {0} is not an available option in the config file.", "InvalidPermission": "Invalid Permission Selected please check config for current permission names", "Success": "You've successfully set {0} {1} to {2}", "InvalidSwitch": "Invalid, Example: /switchperm 3 1\n permission 3 is removed & 1 is granted" } Config$9.99-
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- #weapon modifier
- #weapon
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(and 3 more)
Tagged with:
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Version 1.0.0
34 downloads
Easily identify the owner and ID of taken photographs, also logs all images taken to discord using a simple webhook. Permissions photographsowner.use -- Allows players to use the /photo chat command photographsowner.admin -- Allows players to toggle true/false config settings Chat Commands /photo -- Shows the photographs owner ID/Name Admin Commands /setphoto displayname true -- Enables/Shows the photographs owner Display Name /setphoto id true -- Enables/Shows the photographs owner Steam 64 ID Configuration { "Display Name": true, "Display SteamID": false, "Set Who's Photo Command": "photo", "Set Admin Command": "setphoto", "Set Discord Webhook Logging": "" } Localization The default messages are in the PhotographsOwner file under the oxide lang/en directory. To add support for another language, create a new language folder (e.g. de for German) if not already created, copy the default language file to the new folder and then customize the messages. { "NoPermPhoto": "Unkown Command: {0}", "NoneFound": "No Photos Found", "Syntax": "Invalid syntax. Please use {0} option true or false.", "CmdResponse": "Successfully set {0}, to {1}", "Photographers": "Photographers:\n{0}", "DisplayName": "Display Name", "SteamID": "Steam ID", "Title": "Photographer: {0}", "Description": "Photographed In Zone: {0}", }Free -
Version 1.0.0
13 downloads
Prevents players from being double handcuffed, which can cause them to become permanently stuck in a handcuffed state due to a glitch. Also includes a chat command that allows affected players to restore their normal status—only usable if the player is bugged but not currently handcuffed. /restorecuffs /restorecuffs userID ( you can also manually specify a player or NPC to restore )Free -
@Rust Admin There are not any performance issues with stack-modifier and stack modifier supports and fixes a significant amount more of bugs with stacks then any other stack plugin. But plugins can cause performance issues that literally spam call the can-stack hook. Plugins such as ( sorting plugins, auto-splitting plugins, and plugins that move a large amount items really fast like kits or loadout plugins ). If you experience performance issues and your running one of those kinds of plugins ^ then it's most likely the poor code quality spamming the hook call needlessly. Without running any kind of coroutines or preventing the players from rapidly spam clicking sort to cause server spike issues. Etc.
- 186 comments
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- #stacks
- #rust stacks
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@ocnod Due to some rust changes awhile back, you cannot fully hide the dome you can make it mostly transparent by setting the value to 1. I don't use timers, and mine is extremely performant. Anyone who enters the raid bubble all share the same raid timer with an option to add combat block when they leave the raid bubble.
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Changed Status from Pending to Not a Bug
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Aye, so a few updates ago I stopped supporting / handling 3rd party plugin stacks to save on performance since everyone was complaining about it even tho other plugins where causing the canstack hook to be called more frequently like skin plugins, sorting plugins, auto split furnace plugins, etc.. Which means there ignored currently. I plan to hopefully bring that support back later this month or next.
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That is a tuff question. Lower move frequency = faster moving, higher move frequency = slower moving. This entirely depends on your servers specs, the map size, industrial limits set, and how many players are actively on your server. You'll just have to play with the settings and adjust as needed in regards to performance concerns.
- 4 comments
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- #stack modifier
- #industrial
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Changed Status from Pending to Fixed Changed Fixed In to 2.8.8
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Action Hooks * Use these to forcefully interrupt or stop plugin behavior when a player becomes Combat or Raid blocked (e.g., using bgrade, skinbox, etc.): private void OnCombatBlock(BasePlayer player) private void OnRaidBlock(BasePlayer player) Check Hooks * Use these to check a player's current block status before allowing an action (e.g., using a command, teleporting, etc.): private bool IsCombatBlocked(BasePlayer player) | IsCombatBlocked(string player) | IsCombatBlocked(ulong player) private bool IsRaidBlocked(BasePlayer player) | IsRaidBlocked(string player) | IsRaidBlocked(ulong player) private bool IsEscapeBlocked(BasePlayer player) | IsEscapeBlocked(string player) | IsEscapeBlocked(ulong player)
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Welcome to the FAQ and Support Guide for the Death Modifier plugin. This document is here to help you troubleshoot common issues, understand proper setup practices, and get support or suggest new features. Common Issues & Troubleshooting Permissions Bug - If a player is granted more than one permission, the plugin will not work correctly for them. Fix: - Only grant one permission per player. This ensures the plugin functions as intended. - Granting multiple permissions will cause conflicts and unexpected behavior. Example: oxide.grant user player1 deathmodifier.vip # Do NOT also grant: oxide.grant user player1 deathmodifier.vip2 We are aware of this bug and are working on a solution for a future release. Getting Support If you are experiencing issues with the plugin or have a question not covered in this guide: - Navigate to the Support section of the plugin page. - Open a support ticket. - Please include the following in your ticket: - A clear description of the issue - Any errors shown in the console - Plugin version - Steps to reproduce (if possible) This will help us assist you faster and more effectively. Feature Requests & Discussions If you have an idea for a new feature, improvement, or change you'd like to see: - Use the Discussion section of the plugin page. - Be descriptive in your suggestion, including the use-case or motivation. We welcome your ideas and will review them for possible inclusion in future updates! Best Practices Summary - Only assign one permission per player. - Use the Support tab for help with issues. - Use the Discussion tab for feature requests and general feedback. Thank you for using Death Modifier! Your feedback helps make this plugin even better. — Khan
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- #death modifier help
- #help
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Changed Status from Not a Bug to Work in Progress Changed Fixed In to Next Version
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I'll be updating the plugin to simply grab the directory straight from the DLL source its loaded from Interface.Oxide.ConfigDirectory This will prevent any future problems ( same with carbon ). Since that will pull the directory for that specific instance running. ( Should prevent future issues ) For now you can just change "oxide" to Interface.Oxide.ConfigDirectory ( without the string quotes " " )
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Christ all you had todo was state your running a multi-server instance under the same root directory or show this > "root/server/<identity>/oxide/config". As I had asked for after your first post. Easy enough fix. You made it sound like you had moved the oxide folder out of the root directory. As long as it's still in the main directory and simply split between instances that should be fix-able.
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I don't understand why it wouldn't be. You've provided no context or reason for it to not be where it's provided by default. All you have done is report a problem that to me simply isn't an issue. Moving forward all future plugin updates of mine will be using the same config get/save methods. You haven't even explained why yours isn't in the default location or bothered to show where you've moved it to either. I have well over 500 users and frankly you are the only one to have an issue with this.
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Changed Status from Pending to Not a Bug
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I'm sorry but your going to have to show me how you have your file directories setup.
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Why wouldn't the oxide folder be in the rust folder directory? That would break more then just mine if you moved it outside of the rust folder.
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What are you using to track / show that? Oxide, carbon, DLL addon? etc Also would help if you showed the top of all that so i knew what order everything is being displayed in/as. Honestly these images are very vague, it doesn't state if that is current ram usage in the displayed images or if those are simply TOTAL ram usage since running the plugin. 2 Very different things to track. Regardless, that ram usage is typically when loading / unloading the plugin and not actual real-time-usage which means those stats are not-valid.
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Changed Status from Not a Bug to Fixed