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Everything posted by Ryuk_
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It was supposed to be updated this week but it is being tested and some bugs have been found, I hope they are the last ones. In 1/2 days I will send the new version to the guys who are testing it and if everything is perfect I should update it on MONDAY. I also have to record a video demonstrating how to use the new features and configure it, plus update the whole description. One of the problems solved was that it only worked with CARBON and was not compatible with OXIDE (solved now).
- 106 comments
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- 3
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- #creative rust
- #building
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using System; using System.Collections.Generic; using UnityEngine; namespace Oxide.Plugins { [Info("ChinookCrate", "Ryuk", "1.0.0")] [Description("Remove hackable crate when the chinook drops it.")] public class ChinookCrate : RustPlugin { void OnCrateDropped(HackableLockedCrate crate) { NextTick(() => { if (crate != null && !crate.IsDestroyed) { if (IsChinookNearby(crate.transform.position, 20f)) { crate.Kill(); } } }); } private bool IsChinookNearby(Vector3 position, float radius) { var entities = new List<BaseEntity>(); Vis.Entities(position, radius, entities, Rust.Layers.Mask.Vehicle_World); foreach (var entity in entities) { if (entity is CH47Helicopter) { return true; } } return false; } } }
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Yes, copy the latest code i sent and paste it into "ChinookCrate.cs"
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Just replace the plugin name Chinook_Crate_Event to ChinookCrate i don't know why you get that error if the main class and the name is the same... // https://codefling.com/ryuk_ using System; using System.Collections.Generic; using UnityEngine; namespace Oxide.Plugins { [Info("ChinookCrate", "Ryuk", "1.0.0")] [Description("Remove hackable crate when the chinook drops it.")] public class ChinookCrate : RustPlugin { void OnCrateDropped(HackableLockedCrate crate) { NextTick(() => { if (crate != null && !crate.IsDestroyed) { crate.Kill(); } }); } } }
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This only works for removing the locked hackable crate when the chinook drops it. I don't know how to allow the players to lock the entity using the homing missile launcher sadly 😞
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This should work and prevent the crate from spawning without removing the chinook from the game // https://codefling.com/ryuk_ using System; using System.Collections.Generic; using UnityEngine; namespace Oxide.Plugins { [Info("Chinook_Crate_Event", "Ryuk", "1.0.0")] class Chinook_Crate_Event : RustPlugin { void OnCrateDropped(HackableLockedCrate crate) { NextTick(() => { if (crate != null && !crate.IsDestroyed) { crate.Kill(); } }); } } }
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Changed Status from Work in Progress to Closed
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Changed Status from Work in Progress to Closed Changed Fixed In from 1.0.16 to 1.0.17
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Changed Status from Pending to Work in Progress Changed Fixed In to 1.1.1999
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Hi, please unload the creative plugin, clear your inventory and then create the kit. Then you can load again creative plugin. That's because all the loot is stored in invisible slots, using any kit plugin will copy everything in the inventory Please let me know if that works, since I'm working to update the plugin to the 2.0 version and it will change a lot of things right now
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Version 1.0.4
26 downloads
The RustInvaders Events plugin introduces an exciting PvP and PvE experience where players compete to raid each other's bases during the Raid Phase. The event encourages teamwork, strategic planning, and high-stakes combat, rewarding the most successful raiders or the teams with more points awarded. There are 4 phases - Preparing -> Players are preparing until and talking until the event start! - Grace/Build -> The event has been started, players should farm and build their bases until the next phase. You can't deal damage to other players or buildings. - Attack/PvP -> In this phase, the PvP/Damage is now activated. You can earn points by killing other players (Not by killing teammates). - Raid -> PvP and Building damage enabled. You can raid other players, if someone TC gets destroyed, their team will be eliminated. Features: - Period/Phase system. - Whitelist -> Allow only players in team to be in the server. - Instant Craft -> Allow instant craft - Instant Loot -> Allows you to break the barrels in 1 hit and receive all the loot in your inventory. - No Radiation - No decay -> No base decay until PvP Phase - Base Claim zone -> When placing a toolcupboard, the area will be claimed. Any player that doesn't belong to the TC owner team, will be killed after 60s if he doesn't leave the area. - InGame Map TC Marker - AutoKits (Require Kits plugin) - Raid Detection System (If the raiders doesn't deal damage after 60 seconds, the raid will end.) - Point System - Works with: Sputnik, Convoy, ArmoredTrain, WaterEvent, Caravan, Shipwreck, AirEvent. Permissions rustinvaders.admin -> Admin permission!!! c.grant user/group <id> rustinvaders.admin Commands Admin Commands: /panel -> open Admin menu. /create_team <team name> <team tag> <team leader steam id> /delete_team <team name> /add_player <steam id> <team name> /remove_player <steam id> <team name> /ban <team name> /unban <team name> Player Commands: /scoreboard | /score | /stats Config { "Server Event Name": "SERVERNAME | RUST INVADERS | EVENT", "Whitelist": false, "Instant barrel Loot/Kill": true, "Instant Craft": true, "Disable Radiation": true, "PhaseData": [ { "Preparing Phase time (Seconds)": 900, "Grace Phase time (Seconds)": 1800, "Attack Phase time (Seconds)": 3600, "Raid Phase time (Seconds)": 4500, "Allow PvP while Preparing/Grace period?": false, "Disable decay until PvP phase?": true } ], "ImageData": [ { "ImageName": "logo", "ImgUrl": "https://i.imgur.com/gyiCIND.png" }, { "ImageName": "logo_sponsor", "ImgUrl": "https://i.imgur.com/3BKolSl.png" }, { "ImageName": "separator", "ImgUrl": "https://i.imgur.com/sfExTbD.png" }, { "ImageName": "scoreboard_background_color", "ImgUrl": "https://i.imgur.com/ef4X6XH.png" }, { "ImageName": "phase_timer_background_color", "ImgUrl": "https://i.imgur.com/BLXbzKO.png" } ], "PointsSystem": [ { "Killing a player": 1, "Looting patrol helicopter crate": 5, "Looting bradley crate": 5, "Looting a locked hackable crate": 5, "Completing a raid (Destroy enemy TC)": 25, "Defend a raid (Survive 60 seconds after the last explosive thrown while being raided).": 15 } ] } Data (default) { "eventData": { "current_time": 600.0, "paused": false, "finish": false, "current_phase": 0 }, "teamDataList": [], "playerData": {} } Data (With team and players included) { "eventData": { "current_time": 600.0, "paused": false, "finish": false, "current_phase": 0 }, "teamDataList": [ { "TeamName": "TEST_EXAMPLE1", "TeamTag": "TE1", "Eliminated": false, "Banned": false, "TeamRank": 1, "TeamPoints": 0, "PlayerList": [], "TeamLeader": 3, "kit_permission": "kit.permission.here" }, { "TeamName": "TooEz4ME", "TeamTag": "TE4M", "Eliminated": false, "Banned": false, "TeamRank": 1, "TeamPoints": 0, "PlayerList": [], "TeamLeader": 4, "kit_permission": "kit.permission.here" } ], "playerData": { "76561198436883671": { "Name": "Redix :3", "Kills": 0, "Deaths": 0, "RaidCompleted": 0, "RaidDefense": 0, "HeliCrateLoot": 0, "BradleyCrateLoot": 0, "HackableCrateLoot": 0, "ItemsCrafted": 0, "ItemsGathered": 0, "GrowableGathered": 0, "AnimalKills": 0, "StructuresPlaced": 0, "StructuresDestroyed": 0, "Farm": 0, "EventsWon": 0 } } } Next Update: - King Of The Hill event - Admin menu Team Manager - Daily Events$44.99 -
Thanks for reporting that problem, is not a waste of time, i will take a look and fix if i can replicate the problem
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Hi, does this only happens with that symmetry type? can you test it with all the others type of symmetry? Also try to reload the symmetry plugin and let me know if that works
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Changed Status from Work in Progress to Closed Changed Fixed In from 1.1.1996 to 1.1.1998
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Plugin updated with that fix.
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Hello i've added some checks to make this not happens, anyways the function ony make to now spawn the deployables that are not grounded, it will not spawn. That's the unique way to fix the problem i found, since i couldn't make it to be grounded if it wasn't touching the ground.
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Please open the creative.json config file Search for "Building Load Timer between structures (def 0.5f)": 0.5, Replace the 0.5 value for something else Lower value = faster base load. Higher value = slower base load. Do not use any value lower than 0.03 or the loading base will lag the server.
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Changed Status from Pending to Work in Progress Changed Fixed In to 1.1.1996
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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I dont know how to upload to plugin and for it to work
Ryuk_ replied to Jackattackks's Support Request in Support
Changed Status from Work in Progress to Closed -
Changed Status from Work in Progress to Closed
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Changed Status from Work in Progress to Closed