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ViolationHandler.exe

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  1. Of course and no problem lol, I can't allow that type of bug in a plugin I gotta fix that kind of shit immediately
  2. This is now fixed in latest version THANK you for reporting this!
  3. Thanks for reporting! I am currently taking a look and will update once I've fixed it || Edit: Now fixed in latest version (0.0.3) Thank you for reporting this!
  4. Thank you for reporting! I think the newer Rust update may have fucked it up, I will update it ASAP once I fix it!
  5. Honestly great question lol, I'd say the configurability of it since that command removes gibs from everything. Otherwise it likely does the same thing, but to get the same effect you'd have to do it for every player (but again, without configurability).
  6. Plugin has ability to remove stats on ban, but doesn't care if the player is tempbanned (not EAC) or not, which results in players who are banned for a specified period of time to lose all of the stats they've accumulated. I sent you a DM regarding the issue, however, I have a feeling it went into DM requests, so I am making a more formal approach. Should be able to just add the following method: private bool IsUserPermaBanned(ulong id) { ServerUsers.User user = ServerUsers.Get(id); if (user.group == ServerUsers.UserGroup.Banned && user.expiry == -1) return true; return false; } and modify the following hooks: void OnPlayerBanned(string name, ulong id, string address, string reason) { if (conf.Options.deleteOnBan && IsUserPermaBanned(id)) data.PlayerRankData.Remove(id); } void OnPlayerConnected(BasePlayer player) { if (IsUserPermaBanned(player.userID)) { if (conf.Options.deleteOnBan && data.PlayerRankData.ContainsKey(player.userID)) data.PlayerRankData.Remove(player.userID); return; } DestroyMenu(String.Empty, player); if (!data.PlayerRankData.ContainsKey(player.userID)) { data.PlayerRankData.Add(player.userID, new Dictionary<string, object>()); foreach (var entry in PRDATA) data.PlayerRankData[player.userID].Add(entry.Key, entry.Value); } UpdatePlayer(player); GiveDelayedRewards(player); } and modify the method void SaveData(bool sql): if (conf.Options.deleteOnBan) { List<ulong> banlist = Pool.GetList<ulong>(); // no reason not to use pooled list. try { foreach (var entry in data.PlayerRankData) { if (IsUserPermaBanned(entry.Key)) banlist.Add(entry.Key); entry.Value["Status"] = "offline"; } foreach (var banned in banlist) data.PlayerRankData.Remove(banned); } catch (Exception e) { Console.WriteLine(e); } finally { Pool.FreeList(ref banlist); } }
  7. That, unfortunately, you'll have to wait until FP actually does global rendering. I technically maybe could add it to this plugin, but I don't believe it would be as well done as the helicopter aspect. I do believe there are convars you can mess around with to attempt to get better rendering, but the downside to them is that performance (server wise) may suffer depending on what you're attempting to change them to. I haven't really messed enough with the convars to know enough to confidently say though.
  8. Could you expand upon what exactly you mean? There is one in place currently, are you asking for one that allows you to create your own permission with your own cooldown for each?
  9. Version 0.0.1

    158 downloads

    Basically this plugin fixes the rendering bullshit that is Rust when it comes to flying vehicles (Attack Heli, Scrap Transport Helicopter, and Minicopter). View video below for an example of what it actually looks like in game. In my opinion, this is something that should have happened much sooner given how drastic of a improvement it is. ALSO this plugin unintentionally almost entirely fixes the issue of having players equipped items re-equip while flying to fast, which is a result of flying into an area that is not loaded yet, then gets loaded. Code Speak: Plugin projects forward a position based on the players speed and direction as a result, it loads that area in front of the player which allows them to see players, buildings, animals, etc. To prevent overloading the network, it has a (by default but configurable) 1 second delay between each update (each render). The distance forward it projects is also configurable for servers who have faster or slower helicopters. NOTE: The speed of Minicopters is increased on this server, so keep that in mind. However, it also goes to show how much it can improve visibility. Default Config: { "The minimum speed required for this to take effect. (Increasing this will make it so the helicopter needs to be faster to trigger this effect)": 20.0, "Distance forward to render.": 3.75, "The minimum amount of time before attempting to load the area in front of the player.": 1.0, "The value required to load the area in front of the player. Determined by speed.": 37.5 }
    Free
    Great plugin, works as intended with no issues. I use it all the time and is very helpful Thanks!
  10. Version 0.0.3

    71 downloads

    This plugin allows you to remove the gibs from almost everything in the game whenever it gets destroyed. It is also fully customizable for the best server/user experience. Note: I personally recommend just using default config unless you want certain things to have gibs while not wanting certain other things to have gibs. Default Config: { "Remove ALL gibs from destroying/removing something. (Including something decaying)": true, "Remove gibs from exploded entities.": false, "Remove gibs from ent killed entities.": false, "Remove gibs from entities killed by cargo driving through base.": false, "Remove gibs from modular car being killed.": false, "Remove gibs from modular car being hurt.": false, "Remove gibs from inflatable things (Innertube/boogie board).": false, "Remove gibs from loot containers after being looted fully by a player.": false, "Remove gibs from loot containers killed by Patrol Heli/Bradley.": false, "Remove gibs from entities when using a hammer to demolish them.": false, "Remove gibs from entities when not enough Stability.": false, "Remove gibs from tool-cupboard when placing in another building privilege zone.": false, "Remove gibs from entities when their ground is missing.": false, "Remove gibs from traincars when they die.": false, "Remove gibs from barricades blocking the train (EX: the blockades in tunnels underground).": false, "Remove gibs from boats when the pool they are in get destroyed.": false } Video Demo:
    $1.99
  11. Version 1.0.1

    4 downloads

    Ever wanted to prevent your players from having homing launchers target their teammates helicopters? Well with these 2 plugins you can! They can even toggle between being able to target their teammates and not being able to using a simple command. This can be configured from the config and has the ability to have more than 1 command to toggle it. Just open the zip (or unzip it) and place the two .cs plugins in your plugin folder. To switch between team targeting, just type /teamlock or /nolock. Can also do /teamlock on and /nolock off. (Assuming you have those as the commands in the command list in the config) Default Config: { "The command a user will use to toggle the locking of teammates.": [ "teamlock", "nolock" ] } Video Example:
    $1.99
  12. I mean, I think regardless I'm always going to think anything over 100$ for 1 thing is kinda crazy.
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