rustplugins
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Hello. It is perfectly normal to check the reviews before buying; I did the same and received plenty of answers from the developer. He is a patient and highly capable developer, and I truly appreciate that. I write many plugins myself, but this developer has really done justice to this plugin, so I was happy to purchase and use it. Why? Because of the constant maintenance and updates—unlike other developers who abandon the main plugin to focus on a new one once they've made a sale, he handles it all—it's excellent.
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Oh, I thought a ready-made list would just pop up—that would have been amazing—but this works well enough too. Thanks a lot. The topic can be closed; it's resolved.
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Skins.json
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Building Sites 1.2.0+Building Sites [Super Sized Bundle] 1.0.0
rustplugins replied to rustplugins's Support Report in Support
I will test it thoroughly and provide you with full feedback; please give me some time. Thank you for your patience. Here’s to making everything even better. -
Yes, I tested it on my server and it worked correctly. The Super PVx Info HUD now switches to PvP when a player enters the Armored Train zone and returns to PvE when that zone disappears. `OnArmoredTrainStartMoving` does not represent the end of the entire Armored Train event. I only use it to end/clear the Super PVx Info PvP bubble. From what I found in the Armored Train code, the event zone is created in `OnTrainFullStop()`. When the train starts moving, `StartMoving()` calls `ZoneController.TryDeleteZone()`. Deleting the zone controller does not appear to call `OnTriggerExit` for every player who was inside it. This means `OnPlayerExitArmoredTrain` may not fire for those players, leaving their Super PVx Info state/HUD stuck in PvP. Calling: `EndPvpBubble(PvpBubbleTypes.ArmoredTrain)` from `OnArmoredTrainStartMoving` clears that stale state when the stationary PvP zone is removed. The Armored Train event itself continues while the train is moving; only its stopped PvP-zone phase ends. `OnArmoredTrainEventStop` is kept as final cleanup when the entire event ends.
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I solved the problem and improved it with some adjustments.You can close the topics related to the armored train; thank you.
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I have edited the file for you; I would greatly appreciate it if you could review it and include the changes in the next update. Best regards.How can I send you the CS file?
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conflict between pve mode and armored train
rustplugins replied to mark bergervoet's Support Report in Support
https://codefling.com/files/sc/30585-armored-train-202/ -
https://codefling.com/files/sc/30585-armored-train-202/
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Hello, I am having an issue with Super PVx Info not detecting the Armored Train event’s PvP zone. Installed versions: Super PVx Info: 1.11.0 Armored Train: 2.0.2 TruePVE: 2.4.3 ZoneManager: 3.1.13 DynamicPVP: 5.1.0 Armored Train creates its dome correctly, but Super PVx Info continues to display PVE when a player enters the event area. I checked the SuperPVxInfo source code. It supports CargoTrainEvent, Caravan, Convoy and Sputnik, but I could not find native support or enter/exit hook handling for Armored Train. Could you please add native Armored Train support to Super PVx Info, similar to the existing Convoy and Sputnik integrations? Thank you.
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Building Sites 1.2.0+Building Sites [Super Sized Bundle] 1.0.0
rustplugins posted A Support Report in Support
Bence bu alanların yeniden düzenlenmesi gerekiyor ve bu durum genişleme paketi için de geçerli, çünkü ortaya çıkan üslerin bazıları taşlarla dolu ve oyuncuların oraya yerleşmesini imkansız hale getiriyor. Bazılarının girişi yok, bazıları ise sadece dekorasyon amaçlı. Bunların yeniden düzenlenmesi onları daha iyi hale getirecektir. (Bu, her iki eklenti paketi için de geçerlidir. Saygılarımla, -
I just tested the new version and the dome generated—thanks. Should I remove the Loot Manager, or do some plugins still depend on it?
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ArmoredTrain.json
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Thanks. Since you're here—and great job on the latest update—I wanted to mention an issue I had with the "Armor Train": the dome wasn't forming. The PvP zone would appear, but the dome itself wouldn't generate (whereas it does work at Sputnik, for example). Honestly, I couldn't figure out what the problem was. I haven't tested it with the new update yet, though.
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Actually, it didn't quite cover that part; it just skimmed over it. I was looking for a simple loot tool that would let me modify and control the loot for your train convoy and Sputnik events—it's a shame the "Loot Manager" is gone. Do you have any other suggestions? How can I edit those settings?
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Thank you very much; I spent last night until morning writing a new plugin bridge, which added even more features—but thank you regardless. Your understanding is truly appreciated. Tomorrow, I will withdraw all negative feedback and post a thank-you note. Best regards.
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They buy the flashbang, but it doesn't work without copy-paste permissions.Please let me know if there is a different way to hang this.
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Thanks for the information. Currently, I can save and spawn the JSON file using copy-paste, but players can't do this without copy-paste permission, and that's dangerous.
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Don't just give us the fish—show us how to catch it; don't you have a video? Show us how to add them—where do the 700 items go? Are they inside the plugin? Which code do we use to combine this, or do we create a copy-paste build—and how do we integrate it?
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