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Mr01sam

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Everything posted by Mr01sam

  1. Mr01sam

    Raid Protection

    I'll keep that in mind for sure!
  2. Mr01sam

    Raid Protection

    Fantastic man!
  3. Mr01sam

    Simple Status

    Injuries and Diseases will support Simple Status soon, that's next on my agenda!
  4. Mr01sam

    Raid Protection

    @Robis I added the Notify type config in v3.4.2 for you! Also, if you're interested, Simple Status (the rewrite of Custom Status Framework) is available for download now. You can find it here: https://codefling.com/plugins/simple-status
  5. Version 1.2.11

    8,304 downloads

    Overview Provides an API for adding custom status messages that fit in with those of vanilla Rust. This plugin requires another plugin to utilize it, it does not do anything on its own. Check out the "Works With" list above for some plugins that utilize this API. Commands /ts Toggles the visibility of statuses for a player. This command can be changed in the config settings. Custom Status Framework This plugin is a sequel to Custom Status Framework and features much better performance. They do the same thing, but are NOT compatible with each other. Do not load both on your server or you may run into issues. Plugins that require Custom Status Framework will need to be updated to support Simple Status, it is not backwards compatible. If you are a plugin developer and need help writing your plugin to use Simple Status, please reach out to me! Advanced Status As of 1.2.0, this plugin can integrate with Advanced Status so that the statuses no longer overlap with each other. This means that all Simple Status plugins will work alongside Advanced Status plugins without developers having to explicitly support both. This is a new feature, if you find issues with this integration please report them! API void CreateStatus(Plugin plugin, string statusId, Dictionary<string, object> properties) // Registers a new status, should be called during plugin init within the OnSimpleStatusReady() hook. // See the properties section for a list of properties to set. void SetStatus(string userId, string statusId, int duration = int.MaxValue, bool pauseOffline = true) // Assigns a player a status with a duration. Set duration to int.MaxValue for an infinite status. Set to 0 to clear a status. void SetStatusProperty(string userId, string statusId, Dictionary<string, object> properties) // Set multiple properties for a player status with a single API call. Will minimize the number of redraws, so its better than individually setting properties. // See the properties section for a list of properties to set. int GetDuration(string userId, string statusId) // Returns the duration in seconds of a status that a player has. Returns 0 if the player does not have that status. Hooks void OnStatusSet(string userId, string statusId, int duration) // Called when a status is initially set for a player. void OnStatusEnd(string userId, string statusId, int duration) // Called when a status is removed for a player. (When the duration reaches 0). void OnStatusUpdate(string userId, string statusId, string property, string value) // Called when a status property is updated. // See the properties section for a list of properties to set. Properties // The following are valid property keys that are used in multiple API methods var properties = { ["color"] = "1 1 1 1", // Background color of the status ["title"] = "hello", // Message for the left hand side of the status. If this string is found in the localization for your plugin, that localization message will be used. ["titleColor"] = "0 0 0 1", // Color of the title message ["text"] = "subtext", // Message for the right hand side of the status. If this string is found in the localization for your plugin, that localization message will be used. If set to null, then this will be replaced with a duration counter (if there is a duration). ["textColor"] = "0 0 0 1", // Color of the text message ["icon"] = "star", // Icon used in the status. If using a non-sprite path, then it is expected that this image is already loaded into ImageLibrary. See ImageTypes section. ["iconColor"] = "0 0 0 1", // Color of the icon ["progress"] = 0.0, // Used to denote a status as a progress status. This value should be from between 0.0 and 1.0. Set this to null if you dont want it to be a progress status (otherwise it will be styled like one). ["progressColor"] = "0 0 0 0.5", // Color of the progress status bar. ["rank"] = 0 // Order in which this status will be drawn in respect to others. Statuses will a lower rank will be before those with a higher rank. } Image Types Using the API you can specify different image types with a prefix. For raw images, prefix the image with "raw:" for item icon ids prefix it with "itemid:". If you want to use a sprite asset path, the plugin will be expecting "assets/". If you just want to use a simple recolorable image then no prefix is required. Here are examples: Asset paths can be found here and item ids can be found here. Code Example This is an example of a plugin that utilizes Simple Status to produce the image in the thumbnail. For plugin developer reference. Download link below: SimpleStatusDemo.cs
    Free
  6. Mr01sam

    Raid Protection

    I'll make a post in the support area for you so I don't forget
  7. Mr01sam

    Raid Protection

    I'm sorry, I'm confused what the question is. What middle one are you talking about?
    This is an awesome, an extensive solution to chest sorting. If you're like me, you want to just dump all of your inventory into a chest and be done with it... but at the same time have everything organized when you're looking for it. There are other plugins that do sorting, but this adds an extra layer of customization for players to configure not only what's in their chests but where exactly those items are in the chests as well, and it is done with a pretty intuitive UI. I hope to see this running on more servers, as clearly a lot of thought has gone into it.
  8. Mr01sam

    Raid Protection

    Good suggestion!
  9. Mr01sam

    Raid Protection

    I'm still working on it, I just wanted to add support for it in this update so its ready to go for the future. If you want, I can send you a copy of it to test out when I have it stable. Dm me!
  10. Mr01sam

    Raid Protection

    Hey dm me and maybe I can add something for you!
  11. Mr01sam

    Quality Crafting

    When does this occur?
  12. Do you mean like everytime you die, you lose 10 max health?
  13. Mr01sam

    Raid Protection

    It does collect the scrap up front, as in, it takes it out of the player's inventory and adds it to the protection balance. But players can always withdraw that protection balance by pressing "clear" (unless you disable that button in the config), so it hasn't spent that balance yet, just holds onto it. When the base is actively being protected it will then deduct the amount from the protection balance every few seconds until its depleted. But it will only do that when its actively protected. If you have offline only protection, the balance will not be deducted until all owners go offline, so they can withdraw that balance when theyre online if they choose to do so. Let me know if that makes sense!
  14. Mr01sam

    Raid Protection

    If you have offline only protection (as in while online you have 0% protection) then players should NOT be actively charged scrap until they go offline. If they are, that is a bug.
  15. Mr01sam

    Raid Protection

    Unfortunately you can't do it at a different price for online vs offline currently.
  16. Mr01sam

    Raid Protection

    1800ms is 1.8 seconds... so not perfect but certainly not as bad as 18!
  17. Mr01sam

    Raid Protection

    Cost per damage protected is a setting you can use that will charge protection balance for every point of damage protected. So if you have cost per damage protected set to 1, and your building has 100% protection, and a rocket does 100 damage to your building, then it will subtract 100 from the protection balance in order to protect the building. If the protection balance is depleted from this it will then be unprotected. So yes, if you have cost per damage protected set to 0 then raiders will not be able to deplete a protection balance from attacking it. Assuming that the protection for the building is set to 100% and the player has some protection balance, it should be protected as long as they have balance.
  18. Yes, a rewrite is in the works, but for now if you're having issues with the latest version I recommend v1.0.10
  19. Mr01sam

    Raid Protection

    Hey, my apologies, I did not add the feature of triangle costs yet. The update last night was to fix some console spam that was reported. I'm thinking through the triangle cost thing now, if you would like I could send you a version to test out when I have it ready. Is that something you would be interested in?
  20. Mr01sam

    Raid Protection

    if I were to do this, do you think there would be an issue if the costs affected triangle floors too?
  21. Mr01sam

    Raid Protection

    I used to have a pricing sheet for all the building blocks, but it was at the cost of some performance. I could include different pricing for triangle floors, but I would probably just hard code it to be 50% cost, would that work for you?
  22. I'm sorry for the mess with the latest updates, I attempted to solve some of the performance issues - but I might have introduced other issues. I currently have another developer helping me to figure this all out!
  23. Mr01sam

    Quick Loot

    Version 1.0.4

    40 downloads

    Adds a "quick loot" panel similar to that found in games such as Starfield and Fallout 4. This allows players to quickly view and loot items from containers without needing to open them first. Includes additional features such as item tracking and sorting. View and loot items without needing to open a container Live updating quick loot panel when looking at a container Item tracking, which allows players to track certain items which will highlight them if they appear in a container Ability to sort items in the quick loot panel Customizable hotkeys Highly configurable UI Install the plugin on your server Assign yourself (or your group) your desired permissions. For this tutorial I recommend assigning yourself all the permissions EXCEPT quickloot.ignorelocks. Once permissions are assigned, use the /ql command to open the quick loot settings menu. In the settings menu, follow the instructions for setting up key bindings, for this tutorial I recommend using the example keybindings. Each player WILL need to do this step themselves, but they will only have to do it once. Once key binding are setup, simply look at a container that you can open that has multiple items in it, the quick loot panel should appear. If you setup your keybindings according to the example, use the up and down arrow keys to page through items. You can "track" an item by paging over an item in the quick loot panel and pressing the right arrow key (if using example keybinds). Items you are tracking will appear highlighted at the top of the quick loot panel if they exist in the container. You can untrack these items by repressing the same key. You can "take" an item by paging over an item in the quick loot panel and pressing the left arrow key (if using example keybinds). This will loot the entire stack, if you want to loot a single item from the stack, hold down the sprint key (shift by default) while pressing the loot key. /ql - Displays the Quick Loot settings menu. Requires the quickloot.menu permission. These are commands that can be bound to keybindings. To do so press F1 then type "bind <key> <command>". For example if you want to bind the quick loot toggle to the "o" key, you can do "bind o ql.toggle". Rust plugins unfortunately cannot bind keys automatically. Each player will need to setup keybindings themselves, but once they do, they won't have to do it again. There are instructions for this in the /ql settings menu. ql.close - Closes the quick loot settings menu. ql.down - Selects the next item in the quick loot panel. ql.up - Selects the previous item in the quick loot panel. ql.sort - Cycles to the next item sort mode. ql.loot - Loots the selected item from the quick loot panel. Hold "sprint" to select single items instead of a stack. ql.track - Tracks the selected item. Tracked items appear at the top of the quick loot panel if they exist in the container. ql.toggle - Toggles the visibility of the quick loot panel. You can click here for a list of key identifiers to use. To try out the plugin, I recommend assigning players all the permissions EXCEPT "quickloot.ignorelocks". quickloot.storage.take - View and take items from storage containers, such as chests, furnaces, and other deployables. quickloot.storage.view - Only view items in storage containers, such as chests, furnaces, and other deployables. quickloot.barrels.take - View and take items from roadside barrels. quickloot.barrels.view - Only view items from roadside barrels. quickloot.crates.take - View and take items from naturally spawned crates. quickloot.crates.take - Only view items from naturally spawned crates. quickloot.tracking - Ability to track items, so that they will appear highlighted in the quick loot panel. quickloot.menu - Needed to use the /ql command and open the Quick Loot settings menu. quickloot.ignorelocks - Locked containers will no longer prevent you from viewing or taking items from them. Nice for admins. You can customize how the quick loot panel looks with a variety of options. To do so you will need to create a style preset. By default, this plugin auto-generates a few of them that you can use for reference. They are located within the "oxide/data/QuickLoot/styles" folder. To create a new style preset, simply copy one of them existing ones and edit the values. The load this preset, set the "StylePreset" property in the config file to the name of the preset file you created. I HIGHLY recommend creating your own preset instead of editing an existing one, because the existing ones may be overwritten if you have "GenerateDefaultStyles" set to "true" in the config. Feel free to share your created presets in the discussion forum! Q: I loaded the plugin, but the quick loot menu doesn't appear when I look at a container. A: You need to assign yourself (or your group) the permissions in order to use the quick loot features. Q: Hotkeys are not working for me. A: Rust does not allow plugins to automatically bind keys for players. Each player will need to bind hotkeys themselves. The /ql command will provide instructions for how to do this. Q: How can I loot a single item at a time instead of the entire stack? A: You can hold down the "sprint" key (shift by default) to switch to single looting mode. Q: Can I put items into the container via the quick loot panel? A: Inserting items into a container is not currently a feature of this plugin. Q: How do I change the look of the quick loot panel? A: See the customization section. Q: Some images are not loading, how do I fix this? A: The images I provided for this plugin are hosted through Imgur, which means under peak load times, sometimes may not load correctly. I recommend hosting the images yourself and setting the URL in the config to avoid this issue. Q: The quick loot panel is overlapping with the UI of another plugin. A: You can change the position of the quick loot panel in style preset. Please see the customization section for more info. Q: I have another plugin that uses the "/ql" command and it is conflicting with this one. A: You can change this command in the configuration file. Make sure to update the localization text as well if you change it.
    $9.99
  24. Mr01sam

    Raid Protection

    Oh wow, thats awesome! Thanks for testing, the skin this is doable. I'd recommend opening a support ticket though so I don't forget about your suggestion.

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