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Everything posted by BetterDeadThanZed
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This is the reply from the dev of those plugins: "Depends how he handles it. If it is done when OnEntityTakeDamage is triggered, it should work fine as I don't return a non-null value (I simply scale the damage to 0)." You'll understand his response better than me. Does that mean that your plugin would play nice with the others?
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I'd like to try to find out about this. I also found out that Epic Loot has a gear set that prevents damage. I am wondering how the chance of a broken leg is determined. If fall damage is prevented by either Skill Tree or Epic Loot, will it prevent a broken leg? I don't know for sure how these two plugins handle fall damage, if the player is damaged and instantly healed or if there's some other mechanic that prevents the damage all together.
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Prior to this plugin, I used another plugin that limited entities. This other plugin worked a bit different from this one. For example, two players, having separate build limits, could build on the same TC up to their build limits. So, if these players each had a limit of 50 foundations, the two could build 100 foundations on one TC. This plugin obviously works different. However, if prior to me having this plugin, the above situation happened (100 foundations on one TC), then I switched to this plugin and it limited the players to 50 foundations per TC, would the excess foundations be removed/decayed due to the way this plugin limits entites?
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Is there a way to limit prefabs based on a "wildcard"? For example, I'd like to restrict the number of foundations a player can place, regardless of the type of foundation. In other words, if I want a foundation limit of 50, I want the player to be able to place 50 regular foundations, 50 triangle foundations, 25 of each, whatever they want. Also, just to confirm, the foundation limits are based on TC, right? So if there's a limit of 50 foundations and 2 players build foundations, it'll still be limited to 50 total due to the TC?
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- 6 comments
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- #rust plus
- #block
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- 26 comments
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- #discord
- #discordbot
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- 178 comments
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- #monuments lock
- #lock monument
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- 178 comments
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- #monuments lock
- #lock monument
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- 248 comments
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- 248 comments
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Has anyone had a problem with this using Stack Modifier? I just had a player tell me that she was reskinning small stacks of shirts and hoodies (2 - 4 each). She then tried a stack of 10 hazmat suits and it became one when she reskinned it. Has anyone else had this issue? Is it something that @LAGZYAcould fix? Doesn't seem like he's been around here for a few months though.
- 248 comments
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In the description of the plugin, it says: "Also in the config, you can download all the skins from the marketplace (Automatically add them to the date and upload a picture)" I don't see this option in the config. Does anyone know how you do this? Also, any way to set a default sorting method? I'd like to sort my skins alphabetically.
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- 39 comments
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- #helicopter
- #minicopter
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- 143 comments
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- #red button
- #button
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- 122 comments
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- #bradley
- #bradleyapc
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No, my problem was in Rust Edit. I'd click on the View/IO Connections and there were no connections. I'd click on something that should be hooked up to power, such as the card reader, and it would show it's not connected. The map didn't make it into the server because I saw this issue. It's something I've learned to check for after placing monuments, putting the map on the server, then finding out in-game that there's no power.
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Has anyone had a problem with this monument's electricity? I placed it in rustedit and turned on the view IO entities options and there's no power. I clicked on a card reader and no power. I even pasted it again to see if it was a glitch and nope. I reloaded Rustedit and still, no power in this monument.
