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Everything posted by BetterDeadThanZed
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- 237 comments
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- 237 comments
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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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(and 3 more)
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- 24 comments
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- #discord
- #discordbot
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- 177 comments
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- #monuments lock
- #lock monument
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Tagged with:
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- 177 comments
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- #monuments lock
- #lock monument
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I just noticed this in my console: Error while compiling: PatrolHeliRework.cs(303,65): error CS1739: The best overloaded method match for `Oxide.Plugins.CSharpPlugin.LogToFile(string, string, Oxide.Core.Plugins.Plugin, bool, bool)' does not contain a parameter named `timeStamp' I am not sure if the plugin is actually working and just throwing the error or not. I haven't had time to test it.
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With the last Rust update, if you get on the drone taxi, and select your destination, it takes the scrap away from you every second, but it doesn't go anywhere. Also, can we please get a setting that allows us to fly over/to monuments?
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- 237 comments
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Hello!?
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- 237 comments
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Possible conflict with LSkins
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Yup, thanks for responding. -
Possible conflict with LSkins
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
No one asked you to pay $40 but thanks for the response.