1. I would like to know how it is possible or if it is even possible to stop the airdrop spawned by the supply signal (latest Rust) from spawning
     
  2. First off have you looked into how rust is handling the supply signal and airdrop? If so to speed this process along can you post the code related to the supply signal and airdrops in this thread. I ask this because it gets you to look at how rust is doing things and how you might be able to modify it.
    Once you have done this I can help you.
     
  3. In the decompiled Assemply file?
     
  4. Yup
     
  5. Thats all I found... As I said, im not that great in searching through the decompiled data..
    Screenshot_21.png Screenshot_27.png
     
  6. Update your files..
    Code:
    public class SupplySignal : TimedExplosive
    {
        public SupplySignal()
        {
        }    public override void Explode()
        {
            GameManager gameManager = GameManager.server;
            Vector3 vector3 = new Vector3();
            Quaternion quaternion = new Quaternion();
            BaseEntity baseEntity = gameManager.CreateEntity("events/cargo_plane", vector3, quaternion, true);
            if (baseEntity)
            {
                baseEntity.GetComponent<CargoPlane>().InitDropPosition(base.GetEstimatedWorldPosition());
                baseEntity.Spawn(true);
            }
            Effect.server.Run(this.explosionEffect.resourcePath, this, 0, Vector3.zero, Vector3.up, null, true);
            base.Invoke("FinishUp", 120f);
        }    public void FinishUp()
        {
            base.Kill(BaseNetworkable.DestroyMode.None);
        }
    }
     
  7. You mean updating my assembly file? I got the latest Rust version though...
     
  8. You need the rust server files.
     
  9. The problem there is that strangely those arent displaying where they should be, and where they were. Screenshot_30.png Screenshot_29.png Screenshot_28.png
     
  10. Just use the one that you download when installing oxide.
     
  11. okay.
    Got it now:
    Code:
    using System;
    using UnityEngine;public class SupplySignal : TimedExplosive
    {
        public SupplySignal()
        {
        }    public override void Explode()
        {
            GameManager gameManager = GameManager.server;
            Vector3 vector3 = new Vector3();
            Quaternion quaternion = new Quaternion();
            BaseEntity baseEntity = gameManager.CreateEntity("events/cargo_plane", vector3, quaternion, true);
            if (baseEntity)
            {
                baseEntity.GetComponent<CargoPlane>().InitDropPosition(base.GetEstimatedWorldPosition());
                baseEntity.Spawn(true);
            }
            Effect.server.Run(this.explosionEffect.resourcePath, this, 0, Vector3.get_zero(), Vector3.get_up(), null, true);
            base.Invoke("FinishUp", 120f);
        }    public void FinishUp()
        {
            base.Kill(BaseNetworkable.DestroyMode.None);
        }
    }
    [DOUBLEPOST=1431726086][/DOUBLEPOST]I guess I would need to replace / override that "Explode" function anyhow?
     
  12. No just destroy the cargo plane.
     
  13. Now the question, how am I able to detect the right airdrop to delete... I mean I basicly know how to kill an entity...
     
  14. That is something for you to figure out.
     
  15. Just a tip which could help me: Will the Code I posted up there help me there or outside of it?
     
  16. Ofc it will..

    Write the code to do the following:
    Code:
    function ThrowSignalHook
        local planes = GetAllCargoPlanes()
        if planes.length == 1 then
           planes[0]:Destroy()
        else
            local lowestTime = GetSecondsTaken(planes[0])
            local lastSpawnedPlane = planes[0]
            for plane in planes do
                if GetSecondsTaken(plane) < lowestTime then
                    lowestTime = GetSecondsTaken(plane)
                    lastSpawnedPlane = plane
                end if
            end
        lastSpawnedPlane:Destroy()
        end if
    end