RuGRustServer
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- 95 comments
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- #notify
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- 95 comments
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- #notify
- #notifications
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RuGRustServer started following Check OwnerID instead of Auth() when MeeleHit? , Notify support (like GUIAnnouncement but cooler) , Exclude Objects with Skin / OwnerID and 6 others
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Hi, is it possible to support the Notify Plugin? (from Mevent on codefling) I prefer it over the GUIAnnouncements
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Hi @Steenamaroo, is it possible to make a little change, so decorative collectibles do not grant RP ? As you can see, the DeployableNature Plugin uses Skin-IDs for their collectibles. Currently i made this small extra in your hook: void OnCollectiblePickup(CollectibleEntity entity, BasePlayer player) { if (!loaded || player == null || entity == null || !conf.Settings.Rewards.PickupReward) return; //Disable Rust Rewards for collectibles with skin (DeployableNature) if (entity.skinID != 0) return; if (conf.Settings.Rewards.Use_Permissions && !HasPerm(player.UserIDString, PickupPermission)) return; if (UsedIDs.Contains(entity.net.ID.Value)) return; UsedIDs.Add(entity.net.ID.Value); if (conf.RewardTypes.Pickup.ContainsKey(entity.ShortPrefabName)) GiveReward(player, RewardType.Pickup, conf.RewardTypes.Pickup[entity.ShortPrefabName], entity); }
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- 373 comments
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Hi @Adem i have a similar issue. the bradley in my case somehow got stuck on the telephone pole. it tried to get onto the road again and was hitting both trucks. both trucks lost their armored passange vehicle module^^ Thats not fatal for me but the bradley stopped there and the NPCs were floating in the air when the convoy started to move again. The player engaged this convoy again and the first ruck was already out of the dome range, while the npcs spawned around the tank way behind the conovy.
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ok, i missed the rcon part. i tried via ingame console. can be closed then, thank you
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Hi, i tried to add "Chicken" to the animals config. But the boss spawns PolarBears instead I guess Chicken is not supported and polar bears are the fallback? Can we add chickens?
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Hi, I cannot spawn or kill via console (nothing happens) I can spawn (config->enabled) via chat. I cannot spawn (config->disabled) via chat. (but that would be great to manually spawn them to test new configs!) I cannot kill via chat (unknown command)
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Hi, we are using the Plugin "DeployableNature". You can place "decorative" entities there. Like Desks and Toilets. At the same time you allow to loot these desks and toilets. Ppl can abuse that by [placing entity->looting->pickup entity -> repeat]. Is it possible to exclude entites with OwnerID != 0, or enties that have a SkinID applied? All entites placed with DeployableNature inherent the PlayerID as OwnerID and they have a custom Skin applied. That would be great
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Hi, using the command /clearallbuttons or clearallbuttons (console) throws this exception: (20:17:27) | [Oxide] 20:18 [Error] Failed to call hook 'clearbuttonCommand' on plugin 'TheRedButton v1.5.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.TheRedButton.clearbuttonCommand (Oxide.Core.Libraries.Covalence.IPlayer iplayer, System.String command, System.String[] args) [0x0000c] in <e07cd5882e1945f0971ef8461c0fb1a3>:0 at Oxide.Plugins.TheRedButton.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x013a3] in <e07cd5882e1945f0971ef8461c0fb1a3>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 tried with 1.5.3 and 1.5.4
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Hi, i tried the butcher skill on polar bears. the amount (of everything) on lvl 0 and lvl 3 butcher (with a combat knife) is the same.
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Hi, could you use the public-announcement hook, instead of iterating through all players? (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player1]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player2]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player3]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player4]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player5]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player6]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player7]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player8]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] Patrol Helicopter Inbound! (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player1]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player2]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player3]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player4]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player5]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player6]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player7]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player8]: [Convoy] The convoy started moving It is not an error just a source for short lags, if you have high population. You can see the public announcement for patrol helicopter inbetween. Maybe thats better than calling the hook for each player online
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Hi, i added the "graveyardfence" to the obstacle list in the config, and set the "remove obstacles in front of convoy" to "true" + reloaded the plugin. Players blocked movement of the main truck with these fences. (strange thing: the first modular car just passed through the fence but the truck got stuck) Is the name for the prefab wrong, or has the plugin a problem with destroying obstacles? "List of obstacles": [ "minicopter.entity", "scraptransporthelicopter", "rowboat", "rhib", "1module_passengers_armored", "2module_car_spawned.entity", "3module_car_spawned.entity", "4module_car_spawned.entity", "hotairballoon", "saddletest", "testridablehorse", "servergibs_bradley", "loot_barrel_1", "loot_barrel_2", "loot-barrel-2", "loot-barrel-1", "oil_barrel", "snowmobile", "tomahasnowmobile", "trainwagona.entity", "trainwagonb.entity", "trainwagonc.entity", "trainwagond.entity", "workcart_aboveground.entity", "xmasportalentry", "stone-ore", "metal-ore", "sulfur-ore", "graveyardfence" ],
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Hi, i am (ab)using your plugin to create cool jumping puzzles each month (including a foot-race with RaceTrack-Plugin :D) My problem is, that these objects are not covered by a cupboard, so basically anyone can destroy them with a melee weapon. The "authDmgOnly"-Flag is not working without a cupboard. So i add a simple line in your corde, whenever there is an update and i hope you might add this one in code & config: void OnMeleeAttack(BasePlayer player, HitInfo info) .... .... //checks for owner, except the player is admin if ((ri.ownerID != player.userID) && !player.IsAdmin) return; This line just adds another check, if the player is owner of the object. Admins can still bypass. Is that possible to add?