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MON@H

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Everything posted by MON@H

  1. MON@H

    Players complain about limits

    Changed Status from Pending to Cant Reproduce
  2. MON@H

    Players complain about limits

    My answer remains the same: I can't reproduce the problem you described. I suspect you have another plugin causing it. Until you provide me with more detailed information so I can reproduce the issue, I can't help you. How can I "fix what isn't broken"?
  3. MON@H

    Add Stack Everything support

    Changed Status from Pending to Not a Bug
  4. MON@H

    Add Stack Everything support

    I can't (and shouldn't) control what entities other plugins are spawning. Limit Entities plugin is using hooks: CanBuild - to prevent player from placing an entity OnEntitySpawned / OnEntityKill - to track spawned/destroyed entities. Tracking entities relies on OwnerID, so if this field is unset (OwnerID == 0) when entity is spawned (entity.spawn()) it will be ignored. My guess is that's what happens now. If you want these entities to be tracked, ask author to set entity.OwnerID = player.userID before calling entity.spawn(). This will make them trackable by Limit Entities. However preventing players from spawning entities (to respect the limits) is a bit more complicated, the "easiest way" atm is to call LimitEntities.Call("CanBuild") or you may ask author to reach me if he need some specific api call, I can add it.
  5. MON@H

    Any chance you could

    Call IsBasementEntity when each entity spawns, instead of changing the owner field after the entity spawns? - Optimization? Never heard of it. I mean, I can implement this check, it will only affect those who have this plugin installed, but I suggest going down the path I suggested.
  6. MON@H

    Any chance you could

    The easiest way to make Limit Entities to ignore entity spawned by a custom plugin is to spawn that entity without OwnerID set (e.g. OwnerID = 0) and set it to userid after (NextTick for example) entity was spawned. This way OnEntitySpawned hook (which Limit Entities uses to track spawned entities) will ignore this entity. If that's what you want
  7. MON@H

    Can you please ignore

    Changed Status from Pending to Closed
  8. MON@H

    Can you please ignore

    https://codefling.com/files/support/23297-any-chance-you-could/
  9. MON@H

    I found a bug

    Since I don't use Abounded Bases, I can't tell for sure. I will ask @nivex if he have some thoughts about this, but when I fixed reported errors in API (which AB calls), I tested it and it was accurate. If you really want to investigate, try to set "Log Level (Debug, Info, Warning, Error, Off)": "Debug" and do dome stuff like claim the raid, placing TC etc. I need exact scenario, so I could reproduce it on my server, then I will be able to fix it.
  10. MON@H

    I found a bug

    What I'm trying to say is that I can't reproduce it, so until then I don't know how to fix it. I need more details about how exactly you placing the TS over the limit, what exactly are you doing?
  11. MON@H

    I found a bug

    Changed Status from Pending to Cant Reproduce
  12. MON@H

    I found a bug

    I don't see any errors in the code logic and can't reproduce the problem. Please provide more information so I can reproduce the problem and fix it.
  13. MON@H

    Give Item

    @Asbo- I will add a search a bit later, since it requires more work
  14. Changed Status from Pending to Not a Bug
  15. Limit Entities has nothing to do with errors you posted.
  16. MON@H

    Hitch & Trough

    Changed Status from Pending to Cant Reproduce
  17. MON@H

    Hitch & Trough

    "assets/prefabs/deployable/hitch & trough/hitchtrough.deployed.prefab": 2,
  18. MON@H

    Limit Entities

    @Rust Adminhttps://codefling.com/files/support/23297-any-chance-you-could/
  19. MON@H

    Any chance you could

    Firstly, the plugin in question did not provide a public API to determine its activity in any way. Secondly, it is not the task of this plugin to exclude/influence the activity of other plugins.
  20. MON@H

    Any chance you could

    Changed Status from Pending to Not a Bug
  21. MON@H

    Limit Entities

    @snapple I try not to complicate things unnecessarily. Notifications about the limit of a specific object are quite clear, and messages about the general limit are secondary. If you have a complex permission system with many limits, I think it is more logical to use a separate plugin to inform the player, like info/menu, etc.
  22. MON@H

    Rust update.

    Changed Fixed In from 2.3.1 to 2.3.2
  23. MON@H

    Rust update.

    This is because prefabs, that shouldn't be null are null. I can add checks into plugin it will not produce error, but it will not work, since prefabs are null...
  24. MON@H

    Rust update.

    While NRE is fixed, there is still an issue with some prefabs can be broken after this wipe/ update. You will get something like [Limit Entities] You have 11 untracked prefabs in your config file! To get a list of all supported prefabs use console command limitentities.list assets/content/props/strobe light/strobelight.prefab assets/prefabs/deployable/hitch & trough/hitchtrough.deployed.prefab assets/prefabs/deployable/search light/searchlight.deployed.prefab assets/prefabs/deployable/windmill/electric.windmill.small.prefab assets/prefabs/deployable/campfire/campfire.prefab assets/prefabs/deployable/ceiling light/ceilinglight.deployed.prefab assets/prefabs/deployable/furnace.large/furnace.large.prefab assets/prefabs/deployable/furnace/furnace.prefab assets/prefabs/deployable/oil refinery/refinery_small_deployed.prefab assets/prefabs/deployable/playerioents/electricfurnace/electricfurnace.deployed.prefab assets/prefabs/npc/sam_site_turret/sam_site_turret_deployed.prefab This is not related to the plugin. I'm not sure what the problem is exactly, as I see it on one server and not on another. I need more time to investigate further.
  25. MON@H

    Rust update.

    Changed Status from Work in Progress to Fixed Changed Fixed In to 2.3.1
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