Hi, I am extremely new to the whole plugin development thing, nevertheless i am trying to develop a plugin that allows building in rad-towns simply because it seems like no one has gotten around to doing it yet. please help me, i am suck on the CanBuild part of the script but im sure my script doesn't make sense anyway.
Here is my script so far:
Code:using Oxide.Core.Plugins; using System.Collections.Generic; using System; using UnityEngine;namespace Oxide.Plugins { [Info("BuildInRadTowns", "Frenchiest_Fry", "1.0.0", ResourceId = xxx)] public class Template : BuildInRadTowns { void OnEntityEnter(TriggerBase radiation zone, BaseEntity assets/prefabs/building core/foundation.steps/foundation.steps.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/foundation.steps/foundation.steps.twig.prefab) { //if CanBuild = true //if CanBuilf = false } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/floor/floor.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/floor/floor.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/floor.triangle/floor.triangle.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/floor.triangle/floor.triangle.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/foundation.triangle/foundation.triangle.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/foundation.triangle/foundation.triangle.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/foundation/foundation.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/foundation/foundation.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/pillar/pillar.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/pillar/pillar.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/roof/roof.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/roof/roof.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/stairs.l/block.stair.lshape.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/stairs.l/block.stair.lshape.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/stairs.u/block.stair.ushape.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/stairs.u/block.stair.ushape.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/wall.doorway/wall.doorway.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/wall.doorway/wall.doorway.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/wall.low/wall.low.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/wall.low/wall.low.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/wall.window/wall.window.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/wall.window/wall.window.twig.prefab) { Puts("CanBuild works!"); } } void OnEntityEnter(TriggerBase radiation zone, assets/prefabs/building core/wall/wall.twig.prefab) { void CanBuild(Planner plan, assets/prefabs/building core/wall/wall.twig.prefab) { Puts("CanBuild works!"); } } } }
Allowing building in radtowns?
Discussion in 'Rust Development' started by Frenchiest_Fry, Jun 26, 2017.
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Hello, you can't build near radtown, it's client sided, the only way is to use copy-paste
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code:
Code:using Oxide.Core.Plugins; using System.Collections.Generic;namespace Oxide.Plugins { [Info("BuildInRadTowns", "Frenchiest_Fry", "1.0.0", ResourceId = xxx)] public class Template : BuildInRadTowns { void OnEntityEnter(TriggerBase trigger, BaseEntity entity) { void CanBuild(Planner plan, Construction prefab); { if (CanBuild = true) { then CanBuild = true; } else (CanBuild = false); { then(CanBuild = true); } } } } }
Error while compiling: BuildInRadTowns.cs(16,26): error CS0136: A local variable named `CanBuild' cannot be declared in this scope because it would give a different meaning to `CanBuild', which is already used in a `parent or current' scope to denote something else -
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