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xNullPointer95

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Everything posted by xNullPointer95

  1. Hey, @Lumin, i can indeed do that - Do you mean with "RP Cash" the economics balance, so you can set that winners get a random amount between X and Y? You can join our Discord to make communication faster if you want https://discord.com/invite/rGm7VS5ERc
  2. @Matnat Fixed in version 1.0.2
  3. Changed Status from Not a Bug to Fixed Changed Fixed In to 1.0.2
  4. It was just a suggested behavior for the next update
  5. I think it makes sense if you have multiple permissions for same weaponname, the weapon capacity with most capacity will be taken Example: If we have this config "weaponName": "rocket.launcher", "capacity": 3, "defaultCapacity": 1, "permission": "xmagazinecapacity.rocketlauncher3" }, { "weaponName": "rocket.launcher", "capacity": 6, "defaultCapacity": 1, "permission": "xmagazinecapacity.rocketlauncher6" }, { "weaponName": "rocket.launcher", "capacity": 9, "defaultCapacity": 1, "permission": "xmagazinecapacity.rocketlauncher9" } If we have all 3 permissions, rocketlauncher9 should be taken since its the permission which grants most capacity. Does that sound good?
  6. @Matnat I edited my previous message 15minutes ago, but i think you didn't see yet and only saw the text before i edited it
  7. @Matnat I edited my previous message 15minutes ago, but i think you didn't see yet and only saw the text before i edited it
  8. Edit: I get what you mean now, your provided example before was really bad since it was a normal config... The reason for it is, it checks weaponName not permission - It will be fixed on next version. Thanks for reporting it.
  9. Version 1.0.0

    1 download

    xInFlightHeliRepair xInFlightHeliRepair is a Rust plugin that allows players to repair an attack helicopter while mounted or in the air as a passenger, using a hammer and consuming a configurable resource (e.g., metal fragments). It includes plenty of customization options. This overrides the new behavior introduced in the “Pivot or Die” update that prevents players from repairing the attack helicopter while in flight. Features In-Flight Helicopter Repair Players/Passengers can repair an attackhelicopter by hitting it with a hammer while in flight. Resource-Based Repair Each repair “hit”: Costs a configurable item (Default: 30 metal fragments). Restores a configurable amount of health (Default: 50 HP). Automatically removes the required items from player inventory. Recent Damage Cooldown If the helicopter was recently damaged by explosive sources, repair is blocked for a set duration (Default cooldown: 10 seconds) Message informs the player how long they must wait. Player Feedback Configurable message system: Supports UI toast notifications or chat messages. Visual Repair Effect Plays a configurable FX prefab on successful repair (Default metal upgrade effect). Permission xinflighthelirepair.use Config { "RequirePermission": false, "Permission": "xinflighthelirepair.use", "EnableRecentlyExplosiveDamageRepairCooldown": true, "RecentlyExplosiveDamageRepairCooldown": 10.0, "ItemUsedForRepair": "metal.fragments", "ItemCostPerRepair": 30, "HealPerHit": 50.0, "PlayEffectOnRepair": true, "Effect": "assets/bundled/prefabs/fx/build/promote_metal.prefab", "MessagesType": "ui", // Use 'ui' for toast notifications and anything else (e.g., 'chat') for chat messages "ShowMessages": true, "NotReadyMessage": "<color=#ff5555>Heli was damaged recently. Wait {0} seconds before repairing.</color>", "FullyRepairedMessage": "<color=#ffcc00>This helicopter is already fully repaired.</color>", "NotEnoughMetalMessage": "<color=#ff5555>You need {0} {2} to repair ({1} available).</color>", "RepairedMessage": "<color=#55ff55>Repaired heli by {0} HP for {1} {2}.</color>" }
    $8.99
  10. Changed Status from Closed to Not a Bug
  11. Changed Status from Pending to Not a Bug
  12. Hi @Matnat, i retested your described issue and i didn't end with any faulty behavior. I used same config as you shared: Do you have the "Weapons": text in your config? Here is also a Video to prove it is working - You are doing something wrong, did you reload the plugin when you changed the config? Its working as expected, your issues must come from somewhere else.
  13. Hi @Matnat thank you - I will test this if theres an issue or something. I cant imagine that the plugin is randomly stopping, since other users would've already reported it. But as i said i will check and it will reply here again.
  14. Version 1.0.0

    2 downloads

    xMissileSiloHatchDoor The xMissileSiloHatchDoor plugin is a small but practical admin tool for Rust servers. It ensures the missile silo hatch door is always open after startup and gives admins manual control via console commands. It’s especially useful on servers where players need consistent access to the silo or where the door occasionally fails to open. The red card and button press for the silo hatch door is not needed anymore. Features: Automatic opening on startup: After the server initializes, it waits 60 seconds (to go sure the prefab is already spawned), then automatically opens the missile silo hatch door. If server is running and you load the plugin, just wait 60 seconds and the door will be opened (There are console messages) Admin-only console commands: xms.open → Opens the missile silo hatch door. xms.close → Closes the missile silo hatch door.
    $5.99
  15. Version 1.0.0

    7 downloads

    xAutoTurret360 xAutoTurret360 removes the default firing-arc limitations on auto turrets in Rust - Allowing them to instantly track and engage targets in a full 360° radius. This upgrade makes turret behavior more aggressive and responsive, ideal for heavy-defense bases, PvP arenas, PvE full-base protection or any custom game mode requiring all-round turret coverage. Performance optimized! The patch is executed only once when plugin is loaded/reloaded. Features 360° Targeting Turrets can engage targets from any direction. (360°) Console Command xautoturret360.toggle // Toggles the 360° functionality on or off. Config { "Enabled": true }
    $4.99
  16. Thank you!
  17. Version 1.0.0

    1 download

    xNoBuilding xNoBuilding is a Rust plugin that gives you complete control over which players can or cannot build/deploy. By assigning a permission, you can restrict building privileges for certain players — perfect for handling rule-breakers, restricted zones, or special roleplay scenarios etc. When a player with the xnobuilding.use permission attempts to build, their construction is instantly denied, and they receive a chat message letting them know building is disabled for them, they also receive a chat message if they can build again. Media Features Prevents players with the xnobuilding.use permission from placing any construction pieces (Build & Deploy). Sends a clear, customizable chat message when a player tries to build while restricted. Automatically updates when permissions are granted or revoked — no reload needed. Works with both individual players and groups. Optimized performance (It's not checked on each build/deploy) Permission xnobuilding.use - Players with this permission cannot build/deploy anything. Commands oxide.grant user <username> xnobuilding.use oxide.revoke user <username> xnobuilding.use oxide.grant group <groupname> xnobuilding.use oxide.revoke group <groupname> xnobuilding.use
    $4.99
  18. Version 1.0.0

    1 download

    The xSolarPanel plugin modifies Rust’s solar panel behavior so that once a panel has generated power from sunlight, it will continue producing power indefinitely, regardless of day/night cycles or if the solar panels are are fully sealed in a dark spot. This plugin is designed for servers that want to simplify power management or create unique gameplay experiences involving permanent energy sources. Media Console Commands Configuration
    $7.99
  19. Version 1.0.0

    2 downloads

    xSlowmodeChat xSlowmodeChat is a configurable chat-rate-limiting plugin for Rust servers. It allows server owners to control how frequently players can send messages, helping reduce spam, toxicity, and chat Flooding. Doesn't affect chat commands, only chat messages. Fully Configurable Slowmode Set custom cooldown between messages for normal- and vip players. Optional cumulative penalties for repeated spamming attempts. Adjustable penalty length for both, normal and VIP players. VIP Support Grant VIP players a separate cooldown & penalty system. VIP permission (xslowmodechat.vip). Lower intervals or completely remove slowmode for VIPs. Admin & Exclusion Options Easily toggle slowmode bypass for admins. Exclude specific SteamIDs from slowmode entirely. Informative Feedback Show a customizable slowmode warning message in chat. Optional on-screen UI timer showing remaining cooldown Console Commands xslowmode.enable - Enable slowmode xslowmode.disable - Disable slowmode xslowmode.setinterval <seconds> - Set default player cooldown xslowmode.setvipinterval <seconds> - Set VIP cooldown xslowmode.reloadconfig - Reload config from file Permission xslowmodechat.vip - Grants players the VIP slowmode settings. Config { "Enabled": true, "DisabledForAdmins": false, "ShowMessage": true, "MessageText": "<color=#e63939>Chat is in slow mode.\n»</color> Please wait <color=#e63939>{time} seconds</color> before sending another message.", "ShowSlowdownUi": true, "CumulativePenalty": true, "ChatMessageCooldown": 5.0, "CooldownPenalty": 5.0, "VipPermission": "xslowmodechat.vip", "VipChatMessageCooldown": 2.0, "VipCooldownPenalty": 2.0, "ExcludedSteamIds": [] }
    $8.99
  20. That looks insane - Good work!
  21. Hello Folks, thank you for participating. Congratulation to the Winners! The Winner results can be found here: xSkillSystem xMagazineCapacity The Winners already received PM and a official copy of the won plugin.
  22. Now i still dont know if you want to learn how to make custom rust plugins or if you need someone who creates custom plugins for you. You contact me through PM here or Discord
  23. It might be "impossible" to reproduce, but its definetly possible to catch it. If that problem happens the plugin author should build in debug log and you turn in on -> gather informations and forwarded it to him -> he then will try to fix. - A poor workaround what could be done is to ignore "Failed to create agent because it is not close enough to the NavMesh" messages in the console so it doesnt get print out, i could also do something for your.
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