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Everything posted by ZEODE
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- 424 comments
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- #helicopter
- #helicopters
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- 73 comments
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- #rust
- #marketplace
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- 24 comments
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Absolutely, I meant to do that yesterday. The default config is now on the description page. The Rust default values for each is in the config for info too so you can compare. You can make as many tiers as you wish, just copy and paste an existing tier profile below those already there with a different name, following the rule of highest tier at the bottom, always. There wouldn't be much to show you on a video, once you get the permission the plugin changes any power source entities you own already to the enhanced figures. Thereafter, any new power entities you place will also inherit the enhanced settings. Once the permission is revoked from a player, the power source entities will also all revert to Rust default values. Any charge the players had in batteries will be converted to a % of maximum and then the same % charge applied after the change in either direction (perm granted/revoked). The plugin works well on our servers for example using SkillTree, or Skills, or simply add the permissions to VIP groups to let VIP players have power buffs. Because it uses permissions you can literally incorporate it into anything you can imagine. Also, since the latest version, the plugin is very lightweight and efficient, with the exception of the first load of the plugin where it gets all the IOEntity information.
- 24 comments
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Version 1.2.6
242 downloads
Tiered Electricity allows players with permission to be granted increased power output and other properties from all available electricity power source entities in the game: Small Battery Medium Battery Large Battery Solar Panels Wind Turbines Fuel Generators Test Generators Simply grant permissions to players and all their electric power sources will inherit the property of that Tier immediately, as set in the config. Works excellently with any Shop/Reward Shop that can issue commands and/or permissions. There are 3 basic Tiers which will probably suit most people, but server owners can create as many tiers as they like by cloning an existing tier in the config and editing to suit, the number of tiers is infinite! PLEASE NOTE: Due to limitations within the game, the modified power output and will not be displayed on the UI panel. Only the maximum default values can be displayed. But the output will be modified and you will see this modified value when using the wire tool when you take the output and connect it to the input of a IO Entity. Quantum Batteries: There is also an option to enable Quantum Batteries for players with permission. All batteries owned/placed by a player with this permission will have infinite power! NOTE: Tier order in the config is IMPORTANT. The lowest tier must be at the top of the list in the config, with the highest tier at the bottom. If you don't do this, f players are in more than one group with multiple permissions for this plugin, the values may be undesirable! PERMISSIONS DO NOT STACK. Permissions: tieredelectricity.admin (needed for the reload command) tieredelectricity.quantum (all players batteries will be quantum type) tieredelectricity.tier1 tieredelectricity..tier2 tieredelectricity..tier3 etc (Permissions will be set for each tier you create and will be named after the tier name in the config.) Commands (prefix with / for use in chat): reload <batteries|solar|turbine|fuelgen|testgen|all> Note: Reloading can cause heavy load, depending on how many IOEntities are on the map, high pop will obviously be higher load. You can mitigate this by only reloading the config you need to if you have made changes, without reloading the whole plugin or all types. Config is very easy with clear instructions and Rust default values available, but very customisable. Default Config:$14.99- 24 comments
- 4 reviews
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- 301 comments
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- #bradley
- #bradleyapc
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- 6 comments
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- #serverrewards
- #server rewards
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Tagged with:
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The plugin will save it wherever ServerRewards data file is, for the most part this is in oxide/data/ServerRewards, So wherever that directory resides is wherever the file will be loaded. I only put "/path/to/your/" as not everyone's full path is the same. You don't need to worry about it since you can access the oxide data directory.
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- #serverrewards
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- 301 comments
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- #bradley
- #bradleyapc
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- 424 comments
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- 1
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- #helicopter
- #helicopters
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- 424 comments
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- 2
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- #helicopter
- #helicopters
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- 301 comments
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- #bradley
- #bradleyapc
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- 424 comments
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- #helicopter
- #helicopters
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Hi, I will have a look at this. Nothing is changed that would cause this. It’s to do with the saving of your marketplace data. I’ll see if I can reproduce and find the cause. Please open a support thread so we can discuss in there. Thanks. Edit: Never mind, I found the issue. Please open a support thread if you have any further issues.
- 73 comments
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- #rust
- #marketplace
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Sorry my bad, I thought you meant Heli Signals, I haven’t updated Bradley Drops yet, only Heli Signals. Bradley Drops update will hopefully hit at the weekend.
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- 424 comments
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- 1
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- #helicopter
- #helicopters
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- 301 comments
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- #bradley
- #bradleyapc
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- 424 comments
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- #helicopter
- #helicopters
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You’re existing PVE plugin should control heli damage? But yes, I will Be adding a separate config option in the next update to control damage. But keep in mind that if used in future it might conflict with any existing PVE rules. So to clarify, are you wanting the heli to damage bases of those who called it in? But not bases owned by another player or team?
- 424 comments
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- #helicopter
- #helicopters
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- 424 comments
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- #helicopter
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OK I had to remember what we did here to fix this issue. Now I remember, the issue lies with Signal Cooldown plugin. The current version of his plugin does not do any checks to make sure it only acts on certain Supply Signals, but he doesn't provide an API I can use to prevent his plugin acting on my plugins signals. I had submitted a patch a while ago but he hasn't responded to it. I have submitted a new patch to include a check for Heli Signals and have sent him a message on Discord too. In the meantime, you can add the following directly under line 93 in the Signal Cooldown plugin: if (Interface.CallHook("IsBradleyDrop", entity.skinID) != null) return; if (Interface.CallHook("IsHeliSignalObject", entity.skinID) != null) return; This will resolve the issue for you until MisterPixie accepts the patch or modifies the plugin to make it compatible. So it should look like this: Thanks.
- 424 comments
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- #helicopter
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Sorry, I thought id replied to this already. Yes that sounds like something I can look at for sure. I like the idea. I will try and include in a future update. I thought id added this already, I will check what’s going on and sort it. Was it you that reported the issue before with Bradley Drops? I need to remember what I added to fix it
- 424 comments
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- #helicopter
- #helicopters
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- 73 comments
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- #rust
- #marketplace
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Hi, sorry you are having trouble. The support section is really the place for support issues. But things to check: 1. Are you hitting the terminal with the hammer? 2. Are you using Vending machines option? If so are they empty when you are trying to pick up with hammer? 3. Are the marketplaces you are trying to pick up within TC Auth range/Building priv range?
- 73 comments
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- #rust
- #marketplace
- (and 8 more)
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- 301 comments
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- #bradley
- #bradleyapc
- (and 14 more)