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Cannabis

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Everything posted by Cannabis

  1. Cannabis

    Range Finder

    It's based on the player model's eyes. Since we can't get the center of someone's screen, the best we can do.
  2. Cannabis

    Range Finder

    Oh I didn't know they added a dot for binoculars now. I'll remove it asap when I get home
  3. Cannabis

    Javelin

    Did speak with Raul, there is a far easier way to support both at the same time. Will work on a universal compatible version soonTM. Got some other projects and irl stuff on my plate, might get to it this weekend might not. Would like to update my other plugins first before rolling around to this one. They've been neglected since release.
  4. Cannabis

    Javelin

    Maybe, but I really don't feel like switching back and forth between projects to upkeep the same plugin. Perhaps when it's fully done and I have nothing left to add I'll create an Oxide version, but for now this will remain on Carbon. It can be switched to Oxide manually as I don't believe I am currently using any Carbon exclusive features. (For some reason I no longer get email notifications, didn't see this until now)
  5. Cannabis

    Javelin

    Version 1.0.1

    4,189 downloads

    Turns the currently useless smoke rockets into fun javelin rockets! Requires permission `javelin.use` to function Very basic and barebones. To do: Customization of settings Acceptable skin ID's of the smoke rocket for compatibility of other plugins More accurate
    Free
  6. Due to the customizable nature of the maximum amount of rockets (which I will be overhauling soonTM) I won't be adding the rocket count UI. Can you elaborate what you mean by "Rocket switch between different rockets"? As for other UI elements, I can add them and have them configurable. However I just do not want to take away valuable screen space used by other, far more important plugins. Namely: Info, Backpacks, KDR, etc. I do believe there is an ammo counter plugin currently available that can add the functionality of the rocket left countdown, and to prevent any conflicts with said plugin I do not have plans of integrating that feature into this plugin at that time and would suggest looking into that plugin instead. My knowledge of UI, with Rust, is limited at the moment. Especially when it comes to aesthetically pleasing UI that doesn't look right out of the early 90's. So please, if/when I do add UI know that it will be very basic and solely functional. Other than that, thank you very much for the suggestions!
  7. Currently have some real life obligations I have to attend to before I can fully delve back into plugins. The method I use currently works really well for player deaths, but fails in many regards when you add animals and NPC's to the mix. Causing a ~0.25sec delay from death to when force is applied to the corpse. Due to the way I have to store the HitInfo of that entity when it dies, compare the corpse's creator entity with the HitInfo tied to it, to then get all the information about the killer player. I had a rough early build with this working, but it just wasn't satisfactory enough to ship out an update for, since player deaths had essentially no delay, whilst for animals and NPC's that ~0.25sec delay was present due to how the hooks I used work. I'll likely have to start the main plugin logic from the ground up and think outside of the box to make an attempt at removing that delay. TL;DR There's a delay between killing an animal/NPC and the body doing funny things, and I am not happy with that for a paid plugin.
  8. Of course mate, enjoy!
  9. Please do read the patch notes, I added a configuration option for you to change the command the plugin uses so it doesn't have to be /tdk If you update the plugin without clearing the config or manually adding the configuration option it'll toss an error since the variable isn't there. All ya need to do is either clear the config and let the plugin generate a new one or manually add in the new configuration option, which is noted in the description.
  10. Did you update to the new version without deleting your config?
  11. Just finishing up the update to toggle on/off the plugin as well as dynamically change the amount of rockets you can shoot out and I am still not seeing this behaviour in testing. Just to clarify, the plugin will only take rockets out of the inventory based on the amount set (well now the players can set it themselves), it does not take into account the rocket in the launcher as that is separate from the inventory amount. So think of it as "extra amount + 1 (1 being the rocket inside)" so setting extra to 7 will shoot a total of 8, but only take 7 from the inventory if the player has that amount of rockets present, otherwise it will take however many rockets they have left and fire them. With the 1 rocket inside the launcher not being accounted for as that is being fired regardless of rockets in the inventory since it is loaded in the launcher itself.
  12. Oh that's a good idea! I'll toss it up on the list. Might be a little slow, I work 12 hours a day and have just a few hours at home to do whatever in my leisure time.
  13. For sure! Hopefully before Monday depending how my schedule goes.
  14. Hmm, did not see this behavior during testing. Will take another look at it! Currently on the todo list, rest assured all 3 rocket types will be supported.
  15. Yeah I can definitely add support for skin based settings! Hit a major roadblock with the NPCs and animals. Currently attempting to work through it. Edit: So NPC's are something I'll have to revisit at a later time. It appears Rust has changed quite a bit since the last time I did any development about 2 years ago. Animals are working however, just have to remove a metric load of debug, clean up the code and work on the skin settings! NPC's will be added once I figure out a stable and server friendly way of implementing it. Last thing I want to do is cause server issues due to needless code that could've been simplified.
  16. It does not, currently only applies to players. Although I will work on this for a future update. Edit: Which I'll work on right now.
  17. Version 1.4.3

    1,139 downloads

    Allows players to fire off more than 1 rocket at a time if they have enough rockets in their inventory. Credits to @TomHudfor the idea! Configuration: { "Permissions and allowed max rockets per permission": { "thedoorknocker.basic": 2, "thedoorknocker.vip": 3, "thedoorknocker.example": 69 }, "Chat based command (/{command} {bool | # | toggle [basic, hv, fire, smoke]}": "tdk", "Rocket spread (Larger number means more spread lower number means less spread)": 4.0, "Rocket types to block?": [ "smoke", "fire" ], "Default player data": { "Enable TDK by default?": true, "Amount of rockets sent by default": 1 }, "Clean up old player data?": true, "How many days since last connection should data be erased?": 7.0, "Should TDK take durability per extra rocket?": false, "Amount of durability taken per 1 rocket": 1, "Wipe data every map wipe?": true, "Custom rocket speeds (For additional rockets fired)": { "Basic rocket speed": 22, "HV rocket speed": 44, "Smoke rocket speed": 22, "Fire rocket speed": 22 } } Commands: `/tdk {true/false | 1-Max allowed | toggle [basic, hv, fire, smoke]} Permissions: thedoorknocker.x - Defined in config thedoorknocker.use Coming soon: CUI For adjusting settings Any suggestions for this plugin are welcome!
    Free
  18. Version 1.0.0

    72 downloads

    Adds some flair to your corpse when you're killed by another player! Massive thank you to Scorp over at WickedNinjaGames for allowing me to kill him over and over again to test this plugin! Configuration: { "Weapons and ammo types to apply force": { "shotgun.spas12": { "Ammo type": { "ammo.shotgun": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 2.0, "y": 0.0, "z": 0.0 } }, "ammo.shotgun.slug": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 50.0, "y": 0.0, "z": 0.0 } } } }, "lmg.m249": { "Ammo type": { "ammo.rifle": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 2.0, "y": 0.0, "z": 0.0 } }, "ammo.rifle.explosive": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 7.0, "y": 0.0, "z": 0.0 } } } } } } Planned features Works on NPC kills Works when killed by an NPC Melee weapon support
    Free
  19. Plugin has been uploaded just awaiting approval now, thank you for the cool idea Tom! Hope you guys enjoy. Cheers!
  20. Sweet! I'll release it in a little bit then, just working on another plugin at the moment.
  21. Plugin has been completed, tested and working. Sent over to TomHud already, it will be his decision whether or not he wants it uploaded as it is his request.
  22. Been on a little spree of development as of late and I think I'm willing to take up this task for you. I'm aiming for a testable version by mid-day Saturday, hopefully. If all goes well I'll message you the plugin as well as upload it for free here, I think this will be a nice little plugin to warm up a little bit as I dust off my plugin knowledge. Cheers. Edit: Looks like this will be done quicker than I thought. Shouldn't be more than another hour or two. Just have to finish up a few things and do some internal testing to make sure everything works just fine. Shooting of multiple rockets based on permission is done, I currently have it hard locked at 7 maximum "extra" rockets, but I can expand upon this and make it entirely configurable. Just making everything work for right now, then when it's all good and done I'll make the plugin configurable, then once I have it in a state that I like I'll send it to ya and upload here.
  23. Version 1.4.6

    104 downloads

    Adds a simplistic range finder to the binoculars and any weapon/scope combination you desire! Configuration: { "Refresh interval (seconds) (Values too low may cause performance issues, but do make it more fluid)": 1.0, "anchorMax for held items (Holdable items that do not require attachments)": "0.552 0.205", "anchorMin for held items (Holdable items that do not require attachments)": "0.448 0.147", "Guns or held items that can accept, or be, a range finder, attachment and range finder settings": { "rifle.l96": { "Maximum distance of the held item": 350.0, "ItemID of a weapon attachment to be used as a range finder and settings of the attachment": { "174866732": { "SkinID of the attachment and settings for attachment skins": { "0": { "Maximum distance of the attachment": 550.0, "Permission required for this specific attachment?": true, "Permission required to use attachment as range finder": "defaultskin16x", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" }, "1234": { "Maximum distance of the attachment": 69.42, "Permission required for this specific attachment?": true, "Permission required to use attachment as range finder": "trololscope", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" }, "5678": { "Maximum distance of the attachment": 3000.0, "Permission required for this specific attachment?": true, "Permission required to use attachment as range finder": "icanseemyhousefromhere", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" } } }, "567235583": { "SkinID of the attachment and settings for attachment skins": { "0": { "Maximum distance of the attachment": 100.0, "Permission required for this specific attachment?": true, "Permission required to use attachment as range finder": "defaultskin8x", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" } } } } }, "rifle.ak": { "Maximum distance of the held item": 350.0, "ItemID of a weapon attachment to be used as a range finder and settings of the attachment": { "442289265": { "SkinID of the attachment and settings for attachment skins": { "0": { "Maximum distance of the attachment": 550.0, "Permission required for this specific attachment?": true, "Permission required to use attachment as range finder": "holosight", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" } } } } }, "rifle.bolt": { "Maximum distance of the held item": 350.0, "ItemID of a weapon attachment to be used as a range finder and settings of the attachment": { "174866732": { "SkinID of the attachment and settings for attachment skins": { "0": { "Maximum distance of the attachment": 550.0, "Permission required for this specific attachment?": false, "Permission required to use attachment as range finder": "defaultskin16x", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" }, "1234": { "Maximum distance of the attachment": 69.42, "Permission required for this specific attachment?": true, "Permission required to use attachment as range finder": "mountaindewgamerfart", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" }, "5678": { "Maximum distance of the attachment": 3000.0, "Permission required for this specific attachment?": true, "Permission required to use attachment as range finder": "icanseemyhousefromhere", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" } } }, "567235583": { "SkinID of the attachment and settings for attachment skins": { "0": { "Maximum distance of the attachment": 100.0, "Permission required for this specific attachment?": false, "Permission required to use attachment as range finder": "defaultskin8x", "anchorMax of attachment": "0.552 0.205", "anchorMin of attachment": "0.448 0.147" } } } } } } } Permissions: rangefinder.use ranged.{0} <- Defined in config Important!! Some permissions may or may not automatically register, I am aware of the issue and looking into a fix, please let me know if you experience this issue. Upcoming: Official website for configuration modification made easy
    $2.00
  24. Are you looking for a plugin that does this all on it's own or uses ZoneManager as a dependency? I currently have something like this on my work plate and don't mind posting it as a free resource here.
    The tool itself works great, after implementing the fixes that ArtilOMI has posted in the discussion board I have not had any issues. Although the UI exporting itself has a lot to be desired, namely with the anchor points. Making use of the UI scaling now built into the game itself I find myself creating a general look of the UI in this tool and needing to still manually move the UI within the plugin itself. Whilst this tool does save a lot of time, it doesn't fully work as intended. Here's to hoping the author can find more time to iron out these kinks.

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