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Everything posted by ZEODE
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Version 1.1.6
652 downloads
Horse lock is a simple plugin that locks horses to players for a certain amount of time as set in the configuration. Once a rider dismounts, they have a set time to mount again before the horse is unlocked to use by anyone. If an unauthorised player attempts to mount the horse before that time they will be denied. However, If a horse is kept within a players building privilege, that horse will remain protected from unauthorised use indefinitely (or until building privilege is gone). Other config options allow friends, team and clan members to ride players horses and the horse can be configured to rear up if an unauthorised player attempts to mount a protected horse (just for fun). This is a great plugin for PVE servers, but equally it can come in useful on PVP servers too. No permissions and very few config options to worry about, so it couldn't be easier to set up. Default Config: { "Options": { "Use Chat Prefix": true, "Chat Prefix": "[Horse Lock]: ", "Use Friends Plugin (Friends Can Mount)": false, "Use Clans Plugin (Clan Can Mount)": false, "Use Teams (Team Can Mount)": false, "Custom Chat Icon (Default = 0)": 0, "Time Horse Locked After Dismount (Seconds)": 900.0, "Minimum Time Between Dismount Unlock Warnings (Seconds)": 120.0, "Make Horse Rear When Unauthorised Player Attempts to Mount": true, "Horses Within Building Privilege Do Not Lose Health": false }, "Plugin Version": { "Major": 1, "Minor": 1, "Patch": 6 } }Free- 22 comments
- 1 review
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Changed Status from Pending to Not a Bug
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Hi, did you get this working or find the issue? Did you do what I suggested?
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Changed Status from Pending to No Response
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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- 255 comments
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- #bradley
- #bradleyapc
- (and 17 more)
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Was this just a one off? Or did it happen multiple times? Also, could you tell me what your server fps limit is please? If you are unsure how to find this, please just type "fps.limit" into the console. Also what is your average server.fps ?
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I will check in the Rust game files (assembly) when I get home, I took my figure from there. So either I made a typo, or Rust Labs did
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I’ll check in the assembly when I get back from work, maybe I wrote a typo. I’ll update when I’ve checked. I would imagine the value I have is correct, otherwise the generator would hardly use any fuel. O.7 fuel per second seems more likely. Easy to check later though.
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- 255 comments
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- 1
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- #bradley
- #bradleyapc
- (and 17 more)
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Changed Status from Not a Bug to Can't Reproduce
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I can't fully understand you. I have tested a lot, the BotReSpawn profile works well. If it is not, you are doing something wrong or another plugin is conflicting with mine. Make sure you are using a Custom profile in BotReSpawn, not a Default one. Then it works as it should with any version. Nobody else is having the issue you are, therefore it must be something you are doing. Je n'arrive pas à bien te comprendre. J'ai beaucoup testé, le profil BotReSpawn fonctionne bien. Si ce n'est pas le cas, vous faites quelque chose de mal ou un autre plugin est en conflit avec le mien. Assurez-vous que vous utilisez un profil personnalisé dans BotReSpawn, et non un profil par défaut. Ensuite, cela fonctionne comme il se doit avec n’importe quelle version. Personne d’autre n’a le même problème que vous, donc cela doit être quelque chose que vous faites.
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Changed Status from Can't Reproduce to Closed Changed Fixed In to 1.1.9
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Changed Status from Can't Reproduce to Closed Changed Fixed In to 1.1.9
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Not a Bug
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I have tested this and its working. Make sure you create a new or link to an existing Custom BotReSpawn profile to spawn, don't use the Default monument ones.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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This error can be ignored and will be fixed in the next update. It will not affect the functionality of the plugin.
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Many users of both plugins without any lag issues. Why automatically assume it’s these plugins causing the issue? If there is an issue you could open a support thread and we can investigate any potential for a conflict which might be causing your issue. I can assure you if these plugins were the cause of lag there would be many people reporting it, but it’s just you.
- 410 comments
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- #helicopter
- #helicopters
- (and 17 more)
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Hi, the heli has been acting weird and going under water since a couple of Rust updates ago. It has been doing it even on Vanilla official servers. This is not controlled by my plugin so I cannot do anything about it. There was also a bug which made it hover stationary just above the water, but that is supposed to be patched by Facepunch now. But to begin with you can set the height at which the helicopter will arrive at the target, but after that it uses default Rust behaviour. "Height of heli when it arrives at called location": 20.0,
- 410 comments
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- #helicopter
- #helicopters
- (and 17 more)