1. Tutorial for the release of the 2 new hooks on friday:

    OnEntityEnter(Assembly-CSharp/TriggerBase triggerbase, Assembly-CSharp/BaseEntity ent)
    OnEntityLeave(Assembly-CSharp/TriggerBase triggerbase, Assembly-CSharp/BaseEntity ent)

    Called when you enter or leave a Zone:
    - Radiation (global.TriggerRadiation._type)
    - Temperature (global.TriggerTemperature._type)
    - BuildingPrivilege (global.BuildPrivilegeTrigger._type)
    - Hurt (like getting hurt by a fire) (global.TriggerHurt._type)
    - Water (the sea) (global.WaterLevel._type)

    Entity: can be a Player or an Animal

    exemple usage:
    This will show you all the owners of a tool cupboard when you get in range of it.
    Code:
    function PLUGIN:OnEntityEnter(triggerbase,entity)
        if(triggerbase:GetComponent(global.BuildPrivilegeTrigger._type)) then
            if(entity:GetComponentInParent(global.BasePlayer._type)) then
                buildingprivilegetrigger = triggerbase:GetComponent(global.BuildPrivilegeTrigger._type)
                baseplayer = entity:GetComponentInParent(global.BasePlayer._type)
                toolCupboard = buildingprivilegetrigger.privlidgeEntity
                authPlayers = rust.UserIDsFromBuildingPrivilege( toolCupboard )
                if(authPlayers.Length == 0) then
                    rust.SendChatMessage(baseplayer,"You've entered an area owned by no one")
                    return
                end
                rust.SendChatMessage(baseplayer,"SteamID of players owning this Area:")
                for i=0, authPlayers.Length - 1 do
                    rust.SendChatMessage(player,authPlayers[i])
                end
            end
        end
    end
    
    This will show some random message when you enter or leave a radiation zone:
    Code:
    function PLUGIN:OnEntityEnter(triggerbase,entity)
        if(triggerbase:GetComponent(global.TriggerRadiation._type)) then
            if(entity:GetComponentInParent(global.BasePlayer._type)) then
                rust.SendChatMessage(entity,"WARNING: Get out of here or you will get radiated")
            end
        end
    end
    function PLUGIN:OnEntityLeave(triggerbase,entity)
        if(triggerbase:GetComponent(global.TriggerRadiation._type)) then
            if(entity:GetComponentInParent(global.BasePlayer._type)) then
                rust.SendChatMessage(entity,"You are now in a safe zone")
            end
        end
    end
     
  2. Good Job @Reneb, ¿Could you provide an example for Temperature, Hurt and water types please?

    ¿Could i use water type to remove thirst from a player like they were drinking water?
    ¿Could i use temperature type to check if a user is near a fire o campfire?

    Im starting plugn development and dont understan if the event refers to a zone (radiation or building privilege) or an state like being hurt or temperature changes.

    Thanks!! Sorry for my bad english.