I'm new in Rust server administration, and have idea to do a plugins
Never do this before ! :/ But good for looking and searching !
Then i ask for help to make this
What is it doing:
When someone die (any case of death), he can lose 1 or more BP
Will be perfect if we can configure
- Min number of BP lose/death
- Max number of NP lose/death
- Rate for lose based on BetterLoot plugins (Common/Uncommon/Rare/VeryRare) to get lower chance to lose your rocket launcher for exemple and get more to lose your hachet !
Thanks in advance for help
Rust Random blueprint loss after death
Discussion in 'Plugin Requests' started by Nark0t1k, Jun 7, 2015.
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nobody can help me to do this? ?
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C# example
Code:void OnPlayerRespawned(BasePlayer player) { player.health -= Core.Random.Range(0/*Minimum Value*/, 50/*MaximumValue*/); }
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I'm not talking about HP (like write in title but can't change)
I'm talking about BP blueprint -
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are you running a hardcore server?
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no this isn't a hardcore server
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then this will lose you players
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What are you talking about ???
I just wan't a plugin make player can lose Blueprint when they die ...
Random blueprint lose depending of rate adjusted in config file (like betterloot plugins) -
Nark0t1k, send me a friend request on Steam and I'll discuss some ideas for this, my steam is the same as its always been. -
This could be good as a default feature to rust imo. Have you suggested it yet on the facepunch forums?
[DOUBLEPOST=1434036317][/DOUBLEPOST]Last edited by a moderator: Jun 11, 2015 -
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Is this still needed? I might do it.
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Edit: Also, if it's possible to distinguish between a radiation/player/suicide death and adjust rates for each, that might be useful. -
Hmm the PlayerBlueprint class is not very user friendly, i got no clue how to "unlearn" a blueprint, you can only check if he has learned and make the player learn something. I'll keep digging.
[DOUBLEPOST=1437505085][/DOUBLEPOST]Edit: I've found how the blue prints are learned, etc by decompiling the Oxide's CSharp and i found out this can't be done since i can't create a PersistantPlayer instance from any player ( ServerMgr is partially blocked in the Visual studio ) so ye, only if Wulf or Facepunch actually want this will happen -
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Code:var data = SingletonComponent<ServerMgr>.Instance.persistance.GetPlayerInfo(targetPlayer.userID); data.blueprints = null;