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Everything posted by Grumpy Loot Runner
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This is more evaluation of a large project, but is there someone here knowledgable regarding pluging a game to a threadmill? My son is opening a gym in a month, and I thought it would be cool to run on a threadmill while playing Rust... I know some threadmills have videos where the elevation is linked to the threadmill, so the runner have more difficulties and change speed etc... someone in the mind of developping something like that for Rust?
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Version 1.0.0
6 downloads
Here is a set of 14 prefabs that can be used generously on your maps. They all have their own height, splat and topology you can use for your terrain. As we will have more sets in the future, you can keep them organised by dropping their main folder in the "CustomPrefabs" folder inside RustEdit. All of them are configured to attach to any zipline, depending on their height and distance to other zips. You can have a visual visit of all the prefabs on this video: ########## Enhanced: Staircase Elevation 1: can be used attached to your existing monument or simply as a tourist viewpoint. ########## Helipad: Offshore Helipad Wreck: like the other ocean wrecks, but this one is a small helipad which can attach a zipline if you're close to a monument. Pipeline Helipad Zipline: Industrial Pipeline Tower that has now a helipad and zipline handler Powerline D Helipad: The default "Powerline D" wreck is totally pointless... this one is really appropriate on a bandit location! Rocket Beam Helipad Zipline: This immense tower has a shop and protection day and night. ########## Overpass: Overpass Antenna Staired: can be used on train tracks, is a symbol more than anything. Overpass Compound Train Entrance: The entrance of the Outpost, can be used for train tracks or over a road.. Overpass Electric Station #1: for style and more industrial look on your tracks Overpass Water Tower: You can add loots here, or keep it as a good sniper position ########## Turbine: 2 regular Wind Turbines with a twist... staircase or ladder, and loot on the very top. Can attach to any zipline ########## Zipline: Forest Lookout Pipe Tower: very unique look, this tower can host ziplines and is very discreet in forests Lightpost A Platform 1: Compatible with any industrial location PowerlinePoleCHighZipline: The original "Powerline Pole C", with a twist... can be used by bandits, hidden in the forests, to avoid visibility, or replacing the Lightpoles on the border of roads. Well placed, they can be used to have a very long line of ziplines, if they are placed at the same height. As it's a challenging pole, you need to play Ethan Hunt when you arrive at the pole and have to grab the pole back to avoid a fall.$12.00 -
submit a file and the form is down
Grumpy Loot Runner replied to Grumpy Loot Runner's topic in Site Support
LOL... seriously, i just received the notification about this answer, 2 weeks after the post... lol... it makes me laugh... no, i do not have a screeny. I'll try to repost the thing, maybe it's because i had too many screenshots to put in, or something... -
I suppose you can see the file i submitted yesterday in the queue, I tried to post it again just now, and when i click the submit button, the next page "is not working"... So i suppose something is wrong somewhere... there is no error saying what is wrong, so i can not fix it from this side!
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- 2 comments
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- #warehouse
- #mining outpost
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RCD-RUST OFFSHORE LAB ENTRANCE V1 BY PRAVUM
Grumpy Loot Runner commented on Pravum's file in Monuments
also, if you want to make things a bit more challenging, if you stick "Underwater Lab A/B/C or D" to your monument, when you generate Underwater Labs in RustEdit, it will generate a Lab on its own... and the more you call the function, the bigger is the lab *(X3 max) I did not test it with your monument, but with my own it's working well -
RCD-RUST OFFSHORE LAB ENTRANCE V1 BY PRAVUM
Grumpy Loot Runner commented on Pravum's file in Monuments
about adjusting the right height, wouldn't it be quicker to simply save it with Y = 0 when you save your prefabs? I see that often, this would ease the process... and the underwater rock formations have loots on them, instead of the arid ones you used here... they do not have the same structure tho, so it may be only because your choice... good luck, this one I wanted to see and buy since the labs are out! -
These versions are quite interesting for many details.. that it's the kind of monument feature that can customize a lot of maps... Empty and Buildables are great for Roleplay servers... Empty are great for custom NPC engines, like "Human NPC", "NPC Vending Map Maker", "NPT TP" or other bots managers you can find at umod.org...
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- 16 comments
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- #nuclear submarine
- #submarine
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could also be a resource that trigger the door, like having 500 HQM would open the door...
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You know Isekai, the anime style where the hero is teleported somewhere he has to act certain challenges to go forward and unlock other levels... It would be fun to have something - easy logically but not technically - to lock specific doors that would open only when the player wear a certain tier-level of weapon. Like you can "enter/quit" a location if you have a AK in your back... Avoiding nakeds and new players to enter a certain location... This can be a modified lock, or a modified door that would trigger what you have on you as a password. This is great for PVP zones and specific territories of maps that can be accessed only for advanced players.
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Twitch has some script for that... streamers can hide their map as soon as they hit the key... but it's a local plugin, not server-based...
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- 8 comments
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- #map
- #custom map
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a situation here: when installing portal #1, on any map, i have to save and reload my map to be able to do anything else... seems that the structure lock in a memory leak or something... i have no idea of it, but I tested it and it occurs everywhere I want to install it. anyway, continue with these portals, they are just amazingly great ...
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Simple in thoughts, not so in the coding... Monument Markers only show once you visit the vicinity of the monument... so it's a gradual display of the locations on the map... this is what we're supposed to do while discovering a location, we mark the map when we see something new... they do not pop up at once like we already know where we are... l)
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- 6 comments
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Hi, could you refresh your release, with the august upgrade, the roof vanished...