I have few questions about differences between many things to avoid misunderstanding them
Entities
- what is entity?
- is entity an item?
- is entity some ambient objects like flying butterfly? (this is just example, there are no butterflies in Rust)
In how many ways I can store the data to be persistent over server restarts or updates? I would like to hear something about sql implementations if possible.
Any tricks for debugging the classes I work with?
What is the reason of RPC functions? They looks like eval functions in other languages
OnTick hook
- how it works? Is the tick the same as smallest (atomic?) frame of time?
- it's not recommended to relay on this, yes? I think about it as very fragile way to implement calculations as it can smash CPU resources
Some of you prefer to disassemble libraries to find more details about functions that works in oxide engine, but many of them are hidden from Visual Studio autocomplete by default (I saw one plugin that used a method I could not invoke). Maybe I did something wrong, forgot to import something, but I need to know if there are more functions that are invisible by default to Visual Studio without decompiling libs.
Basic terms in Oxide mod for rust?
Discussion in 'Rust Development' started by Płomyk, Feb 22, 2016.
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Wulf Community Admin
An entity is essentially everything in the game other than the map and generated objects.
RPC functions are used to send things to the player's client. OnTick is something that should not be used lightly. A tick is generally a second I believe.
If something is no available with Visual Studio's IntelliSense (autocomplete), it's most likely that it is a privacy/non-public and would require reflection. -
Calytic Community Admin Community Mod
An item is not an entity. An item may have an entity associated with it (such as HeldEntity)
Ambient objects are probably not entities and are in the category of generated objects like wulf mentioned.
SQL implementation details are available here:
SQLite Extension | Oxide
MySQL Extension | Oxide
And as wulf mentioned, avoid using OnTick if possible. Timers or coroutines are always preferable. -
Ok I got some info about ticks finally
This is a command that can be sent with on exampleCode:maxdelta : The minimum amount of times to tick per frame
full command list that I could fetch are in the file, but it's not everything as there is no "ddraw" commandCode:SendConsoleCommand
Attached Files:
Last edited by a moderator: Feb 23, 2016 -

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