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Everything posted by Snaplatack
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- 4 comments
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- #cui
- #cui editor
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(and 2 more)
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I don't think I have this code anymore. Used it for my servers. I would essentially use the hook for when a player would enter a base and teleport them x distance from the sphere. Then turn a helicopter around 180 degrees if they entered
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Help me plz. now im vibecoding now Issue: with Network Sync for Scaled Parent Entity
Snaplatack replied to MooDDang's question in Support
Suggestion. I would decompile the assemblies for the game and oxide/carbon and see how it works. You don't need spheres for scaling as FP implemented native scaling for the client recently. -
Alrighty. I have been a bit busy but try this version. It should take into account the percentage of rewuired votes when displaying the message. KillHeliVote2.cs
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Edit. Little divide by 0 bug. Whoops. Try this one KillHeliVote2.cs
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Try this version. Should auto klill the helis too if the vote is the correct percentage if a voter logs off. KillHeliVote2.cs
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No fucking clue. Lmao. I'll look into it tonight.
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Ah. interesting. Did they have the blacklisted perm? Also, if its easier we can take this to discord
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You can change it in the config. Like this "A Patrol Helicopter has appeared!\nCast your vote with <color=#87a3ff>/{2}</color> to kill it!\n{0}/{1} needed players have voted!" Ill update all messages that are like that to use that format tho. Thanks again for testing my dude!
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Give this one a swing. I couldnt reproduce the 2 message bug you were talking about. Fixed the toasts actually working as intended and the 0/1 votes now read as whats below "A Patrol Helicopter has appeared!\nCast your vote with <color=#87a3ff>/{2}</color> to kill it!\nWe still need {0} out of {1} votes!" Ofc that m essage is a config option so you can change it as you see fit. KillHeliVote2.cs
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Ill look into those problems. The vote goes up to the max amount of people required to vote. I can make it count down if that makes more sense
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Care to test out this version? It wont actually be named KillHeliVote2 just doing that for now when rewriting KillHeliVote2.cs
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If you wish to do that it's fine. Feel free to send it to me for me to review. I'm in the middle of rewriting it since it's horrendous lmao. This was my first plugin I ever made lol
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Ill look into this tomorrow. I saw your post on Umod but got lost with real life stuff happening. sorry...
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Changed Status from Pending to Work in Progress
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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Change this line class KillHeliVote : CovalencePlugin To class KillHeliVote: RustPlugin And let me know if that fixes it.
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Changed Status from Work in Progress to Fixed Changed Fixed In to 1.2.2
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Version 1.0.2
282 downloads
Lets you "trim" bushes via a command! Great for RP/PVE servers where a player doesnt want a bush to be at. Simply give yourself the permission, run the command while standing at the base of the bush and click enter! Poof its gone! Features * Ability to trim bushes via position and a command * Comes with customizable commands, permissions, and radius to detect bushes Commands * Trim Bush: /trimbush (default) Permissions * Allow Trimmiing Bushes: bushtrimmer.allowFree -
KillHeliVote.csLet me know if its gone. Missed the check for vanilla ones
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Does this happen with every signal throw or is it random?
