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Everything posted by rogder dodger
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Hey the players list should be populated with every player that has been on the server since the plugin was installed. This will grow over time. I can look into adding some UI around manually adding a player via the UI who has not already played on the server. In the meantime you can use the command /wl <steamid> "<note>" to add them via chat command
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Version 1.0.6
134 downloads
Watchlist is a lightweight but powerful tool that alerts admins when specific players connect to the server. Whether you're online or offline, you'll get real-time in-game notifications and Discord alerts with fully configurable message templates and role pings. The built-in UI makes managing the watchlist easy, with support for sorting, filtering, teleporting, and note-taking. Players can be added or removed manually or straight from RustAdmin with custom commands. Very useful tool to keep you and your staff one step ahead. Configuration { "Discord Webhook URL": "https://discord.com/api/webhooks/your/webhook/url", (Your Webhook URL) "Ping Role": false, (Whether to ping a role when player comes online on discord, e.g: @Admin) "Role ID": 0, (Discord Roll Id to ping) "Purge Watchlist on Wipe": false, "Purge Players List on Wipe": false, "Enable UI": true, "UI Color Scheme (Options: dark, light, rust)": "dark", "Custom Colors": { "PrimaryBackground": "0 0 0 0.95", "SecondaryBackground": "0.15 0.15 0.15 1", "HeaderBackground": "0.1 0.1 0.1 1", "ButtonPrimary": "0.2 0.7 0.2 0.9", "ButtonSecondary": "0.3 0.3 0.3 1", "ButtonDanger": "0.7 0.2 0.2 0.9", "TextPrimary": "1 1 1 1", "TextSecondary": "0.7 0.7 0.7 1", "OnlineIndicator": "0.2 0.8 0.2 1", "OfflineIndicator": "0.8 0.2 0.2 1", "RowEven": "0.12 0.12 0.12 0.95", "RowOdd": "0.15 0.15 0.15 0.95", "ActiveItem": "0.4 0.4 0.4 1", "AlertBackground": "0.8 0.2 0.2 0.95", "AlertText": "1 1 1 1" }, "UI Scale": 1.0, "Main UI Position": { "AnchorMin": "0.2 0.1", "AnchorMax": "0.8 0.9" }, "Font Size": { "Title": 20, "Header": 14, "Normal": 12, "Small": 10 }, "UI Animation": true, "Enable Sound Alert": true, "Alert Sound": "assets/bundled/prefabs/fx/notice/item.select.fx.prefab", "Alert Duration (seconds)": 10.0, "Show Visual Alert": true, "Send Discord Add/Remove Notifications": true, "Max Cached Players": 3000, "Player Cache Retention Days (0 = disabled)": 30, "Player Cache Save Delay Seconds": 60, "Alert Cooldown Seconds": 120, "Startup Alert Grace Seconds": 60, "Auto Expire Days (0 = disabled)": 0, "Send Prune Discord Notifications": true, "Prune Report Max Per Embed": 10, "Prune Report Include Notes": false, "Enable Diagnostics": false, "Max Audit Log Entries": 500 } COMMANDS Chat: /watchlist Opens the Watchlist UI (requires permission) /wl <steamid> "<note>" Adds a player to the watchlist with a note (requires watchlist.admin permission) /wlr <steamid> Removes a player from the watchlist (requires watchlist.admin permission) /wlist Lists all watched players in chat (requires watchlist.admin permission) Console: watchlist.add <steamid> "<note>" Adds a player to the watchlist Example: watchlist.add 76561198000000000 "Suspected Cheater" watchlist.remove <steamid> Removes a player from the watchlist watchlist.list Lists all watched players in the server console wl <steamid> "<note>" Adds a player to the watchlist with a note (can be used via rcon) wlr <steamid> Removes a player from the watchlist (can be used via rcon) wlist Lists all watched players in the server console (can be used via rcon) purgewl Clears the entire watchlist (requires watchlist.admin permission) PERMISSIONS watchlist.admin Full access to all commands and features watchlistui.toggle Allows UI toggle via `/watchlist` command RUSTADMIN INTEGRATION You can integrate Watchlist directly with **RustAdmin** to add or remove players with a single click. Add to Watchlist Command to Execute: wl ${playerSteamid} "From RustAdmin" Tick "Show Command Output in a Dialog" (optional) Remove from Watchlist Command to Execute: wlr ${playerSteamid} Tick "Show Command Output in a Dialog" (optional)$10.00- 1 comment
- 1 review
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- #admin
- #anticheat
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- 44 comments
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- #rust
- #supply drop
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- 44 comments
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- 1
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- #rust
- #supply drop
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Changed Status from Work in Progress to Fixed Changed Fixed In to 1.0.14
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No worries at all @TuxGeek just drop a message here to confirm it worked and if you have any other issues or questions don't hesitate to get in touch!
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Changed Status from Pending to Work in Progress
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Hey @TuxGeek Thank you for sending this and passing on that information, I totally agree with ZEOD and will update my plugins hook to return true which should resolve the console spam issues you're getting. Keep an eye out for the latest version being released shortly! Rogder Dodger
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Why dont the npc's move and attack
rogder dodger replied to Forbidden Lands Rust's Support Report in Support
I'm seeing a similar issue withe betterNPC bots. It seems to get worse as time passes between server restarts. Their brains just stop operating as they they do when the server first starts. Seems to be reaction time, they'll just roam around then suddenly spring into action. I don't think it's a performance issue as server FPS is stable and > 40. I've attached some videos provided by a player on my server, the configs for these bots are fine and this behavior gets worse the longer the bot is on the server. I've tried both Oxide and Carbon (recently switched) I've checked things like aimanager.ai_dormant settings and all fine. I've tried with default configurations. I don't get the same issue with BotReSpawn bots. Happy to send configs in Dms or dive in and assist troubleshooting if needed npc1.mp4 npc2.mp4 Project_1.mp4 -
Custom map is great, really like it - I don't think its necessary for you to plaster your name everywhere on the map though. Literally everywhere you look on this map you see either "Created by Wonder Fox", "Wonder Fox was here", "BY WF", even on the map its self at the bottom right is a huge grid sized WF. I don't think this is necessary and had to spend a significant amount of time going around and removing them
- 40 comments
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- #noria island
- #custom map
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None of these issues have been fixed. Why did you change the status?
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Sent follow-up DM for more info
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Changed Status from Pending to Work in Progress
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hey can you send me your config file for Instant Airdrop - are you using any custom skin IDs for the vehicle Airdrops?
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The map is designed very well, a great size and the monument placement works really well. Sadly my rating and review reflects the overall quality of the map and the support provided by the creator. The map has many issues such as Cargos mapping always getting suck, trapped and failing to interact with harbors, the textures are really bad in many places, with assets old assets stretched instead of newer assets used etc. especially wind town (the maps outpost) where there are invisible elements, the tugboat "shop" hasn't worked for months, turrets can be picked up by players, trees can be walked through, the tugboat textures are broken and more. Many of the monuments have fuse puzzles but the fuze is missing, having the old fuze elements still in place and not updated. All of these issues have been reported to the creator who simply does not respond or show an interest in supporting and updating the map to fix these issues. While this could be a great map I cannot recommend it in its current state and with the lack of creator support.
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Cargo consistently gets stuck at harbour
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On the tugboat in Water Town most of the shops are not accessible to players - only the vendor in the tugboat is accessible. On previous versions of the map there were various parts of the tugboat that could be interacted with as shops
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train station windows don't have glass so you can loot the red box without opening the security door furniture in houses winds town sticking through walls no tiled textures used for bridges, making them look really stretched and weird rail network isn't an actual path but individual prefab pieces, making trains from plugins stop in a lot of the stations instead of going through them and going across the whole map
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Cargo cannot lave the map - gets stuck and we end up with multiple cargo ships Turrets in water town can be picked up by any player with a hammer textures on the custom shop / tugboat in water town are broken beached cargo ship has not been put together properly and has gaps, missing doors, parts, unclimbable ladders junkpiles spawning through tunnel E10 cargo ship at entrance port doors and deck not aligned leftover fuse from vanilla puzzle removed in Entrance Port .boats could get stuck under tugboat watertown Can walk through all trees at water town furniture clipping through wall in fire tower - blocks player entry (stairs) leftover fuse sewage treatment plant missing ladder trigger sewage treatment plant Water town - invisible chairs at big wheel Water town - multiple invisible entities on tugboat
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Sorry for the misunderstanding, i haven't updated the plugin but just asked questions about how you think this could work if implemented. I'll consider for a future update and let you know
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.0.13
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Hey this is an interesting idea i can think about. Assuming it's something i might implement later how would you see it operating? A configuration to say "Allow only in PVE Areas"? If that configuration was set true then any airdrop thrown in a non-pve area would do what? - fall at normal rate? not drop at all and return to the player?
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- 44 comments
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- #rust
- #supply drop
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Hey, any ETA on an update for this map?