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imthenewguy

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Everything posted by imthenewguy

  1. It would support your prefab
  2. 1.0.0 is fine with speeds up to 10, but any faster and it gets a little bugger. 1.0.1 fixes that issue. Here is a snap I took yesterday. It shouldn't trigger an EAC ban because it's the server causing the player to run faster, and its resetting the antihack for speed regularly. Rust 2024-10-14 20-44-34.mp4
  3. Version 1.0.3

    72 downloads

    Motorbike racing is a plugin that allows you to build and host motorbike race tracks in-game. The plugin is integrated with a track building system that gives you full control over where and how you build your race tracks. Players can compete for prizes for winning, or compete for the fastest lap times on a map for bragging rights. Races are associated with the .map file name that they were built on, and will automatically load when a map with the same name is loaded. I would like to extend a special thanks to @monsterqueen for the idea and supplying the prefab. You can test out the plugin and prefab on her server: us.themonsterden.net. Features Map building system that is easy to use and powerful. Global scoreboard to track the amount of wins for each race track, as well as the fastest times. Seamless enrollment into the event - players will be teleported to the race when it begins, and their items will be stored safely until it's completion (or they leave). Start to finish race handling - the plugin will restrict the contestants to the configured value or the number of motorbike spawns (whatever is lower), and will handle the race, scoring and prizes. Customizable prizes based on placement - you can set customizable prices (including economics, server rewards and items), based on the position that the player finished. EventHelper support - the plugin will work with EventHelper's auto start and event vote features. Permissions motorbikeracing.admin - allows for the user of the buildmap command and the manual starting of races Chat commands buildmap <race name> - Starts the map building process. Avoid using the dash (-) symbol in the map name. buildclearspawns - removes all spawns from a map while in building mode. savemap - Only usable during the map builder. It saves the map file you are working on. startrace <race name> - Manually starts the desired race. Run the command with no parameters to see valid races for the current map. endrace <race name> - Ends the selected race. If there is only 1 race active, you don't need to use the race name parameter. rscore - Opens up the hi scores. joinrace <race name> - Joins the desired race. leaverace - Leaves the active race. racerestoreitems - restores the players items if they weren't restored automatically (ie they died somehow). raceprize - redeems any prizes that the player is owed. Video and pictures were taken using this prefab:
    $19.99
  4. Think you can do it through eventhekper from memory.
  5. What did you need it for?
  6. Version 1.0.6

    635 downloads

    Movement speed is a plugin that allows servers to create permission based speed increases for running and swimming. Server owners can create as many custom permission levels as they desire, and permissions are split between swimming and running, allowing for a lot of flexibility. The plugin allows for multiple speed boost permissions to be applied, and will select the highest speed modifier where applicable. This plugin will work great with: Skill Tree: This plugin can be used to create a new permission based skill inside of the Skill Tree, and supports leveling up. Cooking: A new recipe can be created that will give the player a temporary skill buff when consumed. Epic Loot: Add the speed value as part of a set bonus to provide players with faster swimming or running when wearing a set of equipment. Permission: movementspeed.admin - allows user of commands. Commands msdisablerun <steam id> - forces the players run speed to be disabled. msdisableswim <steam id> - forces the players swim speed to be disabled. msenablerun <steam id> - re-enables the run speed. msenableswim <steam id> - re-enables the swim speed. togglerun - Turns run speed on/off for the command user. toggleswim - Turns swim speed on/off for the command user. Config integration examples Cooking "energy drink": { "enabled": true, "shortname": "fish.cooked", "skin": 3348991998, "description": "Pretty sure I can hear colors and taste time right now... anyone else vibrating?", "duration": 120, "buffs": { "Permission": 1.0 }, "Commands to run when the player consumes the food [key = command, value = description]": { "o.grant user {id} MovementSpeed.run.5": "Increases your movement speed by 100%." }, "Commands to run when the food buff expires": [ "o.revoke user {id} MovementSpeed.run.5" ], "persistThroughDeath": false, "cookTime": 15.0, "useCooldown": 0.0, "permissionToCook": null, "dropWeight": 100, "allowDefaultEffects": false, "Effect settings": { "Effect to run when the player consumes the meal": "assets/prefabs/clothes/halloween.scarecrow/effects/soul_release_effect.prefab", "Should the effect run server side?": true, "Max distance heard [0 = no limit]": 20.0 }, "Ingredients for meal": { "sugar": 5, "pineapple": 1, "red berry": 2, "blue berry": 2 } }, Skill Tree - Swim speed "Olympic Swimmer": { "Permission required to show this node": null, "Minimum prestige required to unlock this node": 0, "Skill required to unlock node [Requires max level]": null, "Skill that if unlocked, will prevent this node from unlocking": null, "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 1.0, "buff_info": { "Key": "Permission", "Value": "Permission" }, "icon_url": "https://www.dropbox.com/s/6blc3eiarm07rku/cooking%20tree%20example.v1.png?dl=1", "skin": 3349007497, "permissions": { "description": "This node provides you with <color=#42f105>20%</color> faster swim speed per level.", "perms": { "1": { "perms_list": { "MovementSpeed.swim.2": "Swim speed - <color=#61e500>+20%</color>" } }, "2": { "perms_list": { "MovementSpeed.swim.3": "Swim speed - <color=#61e500>+40%</color>" } }, "3": { "perms_list": { "MovementSpeed.swim.4": "Swim speed - <color=#61e500>+60%</color>" } }, "4": { "perms_list": { "MovementSpeed.swim.5": "Swim speed - <color=#61e500>+80%</color>" } }, "5": { "perms_list": { "MovementSpeed.swim.6": "Swim speed - <color=#61e500>+100%</color>" } } } } }, Skill Tree - Run Speed "Athletic": { "Permission required to show this node": null, "Minimum prestige required to unlock this node": 0, "Skill required to unlock node [Requires max level]": null, "Skill that if unlocked, will prevent this node from unlocking": null, "enabled": true, "max_level": 4, "tier": 2, "value_per_buff": 1.0, "buff_info": { "Key": "Permission", "Value": "Permission" }, "icon_url": "https://www.dropbox.com/s/6blc3eiarm07rku/cooking%20tree%20example.v1.png?dl=1", "skin": 3349007405, "permissions": { "description": "This node provides you with <color=#42f105>20%</color> faster run speed per level.", "perms": { "1": { "perms_list": { "MovementSpeed.run.2": "Run speed - <color=#61e500>+20%</color>" } }, "2": { "perms_list": { "MovementSpeed.run.3": "Run speed - <color=#61e500>+40%</color>" } }, "3": { "perms_list": { "MovementSpeed.run.4": "Run speed - <color=#61e500>+60%</color>" } }, "4": { "perms_list": { "MovementSpeed.run.5": "Run speed - <color=#61e500>+80%</color>" } } } } }, API AddRunSpeedBoost(BasePlayer player, string plugin, float modifier, float duration, bool forceOverwrite) AddSwimSpeedBoost(BasePlayer player, string plugin, float modifier, float duration, bool forceOverwrite) RemoveRunSpeed(BasePlayer player, string plugin) RemoveSwimSpeed(BasePlayer player, string plugin)
    $9.99
  7. The plugin respawns a new workbench immediately after it's killed. The plugin loads 1 of each bench under the map, then removes them when the plugin unloads. These are required for the Human_Workbench skill. Set that skill to false and it will stop the workbenches from spawning.
  8. Nothing in the config gives xp for shooting and nothing for melee, there are only settings for the other way around. It sounds like you have a potential conflict. The barrel may be destroyed before SkillTree sees the hook for the player who destroys it with a melee weapon. Unload all other plugins on your server to test. if the issue is resolved, it means you have another plugin conflicting with mine.
  9. It already has automated starting
  10. imthenewguy

    Raffles

    Ill sort that out
  11. Set this to true: "Use Rust's default loot profile? [true: Will only give items that the container could provide]"
  12. There is no command to remove a recycler. The command you are probably after is ban, if they are charging back lol. Ill add a command to the next release. Not sure when that will be pushed though.
  13. Please submit a support ticket.
  14. I have videos for all of them on the front page of each plugin page.
  15. imthenewguy

    Twigs Decay

    I have the method check a list of player ids. If the list does not contain the player ID, it adds their ID and send them the message.
  16. imthenewguy

    Cooking

    Ill add a failsafe to it next release. What is your "Minimum quantity per drop" under "Settings for the Fishing Luck buff" set to?
  17. Hi I am playing around with this plugin. I managed to get the NPC spawning and moving around, but it's state is always set to Roaming. It does not attack me if I go near it or attack it. It's state seems to be stuck in Roaming. What might I be doing wrong? JObject GetNpcConfig(NpcConfig npcConfig) { HashSet<string> states = npcConfig.Stationary ? new HashSet<string> { "IdleState", "CombatStationaryState" } : new HashSet<string> { "RoamState", "ChaseState", "CombatState" }; JObject sensory = new JObject() { ["AttackRangeMultiplier"] = npcConfig.attackRangeMultiplier, ["SenseRange"] = npcConfig.senseRange, ["MemoryDuration"] = npcConfig.memoryDuration, ["CheckVisionCone"] = npcConfig.checkVisionCone, ["VisionCone"] = npcConfig.visionCone }; JObject config = new JObject() { ["Name"] = npcConfig.name, ["WearItems"] = new JArray { npcConfig.wearItems.Select(x => new JObject { ["ShortName"] = x.shortName, ["SkinID"] = x.skinID }) }, ["BeltItems"] = new JArray { npcConfig.beltItems.Select(x => new JObject { ["ShortName"] = x.shortName, ["Amount"] = x.amount, ["SkinID"] = x.skinID, ["Mods"] = new JArray { x.Mods.Select(y => y) }, ["Ammo"] = string.Empty }) }, ["Health"] = npcConfig.health, ["RoamRange"] = npcConfig.roamRange, ["ChaseRange"] = npcConfig.chaseRange, ["DamageScale"] = npcConfig.damageScale, ["AimConeScale"] = npcConfig.aimConeScale, ["DisableRadio"] = true, ["Stationary"] = false, ["CanUseWeaponMounted"] = true, ["CanRunAwayWater"] = Name != "Underwater Lab" && Name != "Train Tunnel", ["Speed"] = npcConfig.speed, ["Sensory"] = sensory, ["AreaMask"] = 1, ["AgentTypeID"] = -1372625422, ["HostileTargetsOnly"] = npcConfig.HostileTargetsOnly, ["States"] = new JArray { states }, }; return config; } [ChatCommand("spawnnpc")] void SpawnNPC(BasePlayer player) { ScientistNPC npc = NpcSpawn.Call("SpawnNpc", player.transform.position, GetNpcConfig(config.npc)) as ScientistNPC; if (npc == null) return; SpawnedNPCs.Add(npc); NpcSpawn.Call("SetHomePosition", npc, player.transform.position); }
  18. Not sure; I don't own it. My plugin simply overrides the standard growth loop to accelerate it and ignore conditions like sunlight, temp, water and soil. It uses the native methods to handle the growth phases etc so all of the standard oxide hooks are called. Assuming autofarm uses those hooks, it should be compatible, but there is noway to tell without running them together.
  19. Not with the current state of Professions. Have been contemplating a re-write though.
  20. Nah it is setup to be player specific, not skin or weapon specific.
  21. I've added an xp mod setting for each prestige level so you can set the xp gain rates in the next release.
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