You can try setting the buffer to zero, or even a negative number.

BuildingWrapper
Automatically wrap buildings in a zone
Total Downloads: 772 - First Release: Mar 25, 2016 - Last Update: Feb 18, 2017
- 5/5, 10 likes
-
[Oxide] 15:30 [Error] Failed to call hook 'cmdChatDelegator' on plugin 'BuildingWrapper v0.1.3' (NullReferenceException: Object reference not set to an instance of an object)
On re-wrap, wrap still works. -
-
The code edit doesn't work on newest ZoneConfig, rotation doesnt change even base on player, fixed to same angle.
-
-
-
ok so... aparantly I edited ZoneManager on my PC, and never moved the edited version onto the server xD
-
-
Any chance there could be a command to remove a building from the wrap if it's been swallowed up by a nearby building's wrap? Unfortunately rewrap wont remove the additional building.
-
Please note that there is a 3 meter range hard-coded into the logic which gathers the building bounds, so if you have two buildings which are less than 3m apart, they will likely be wrapped together. -
-
hi !
Can you do, like a visual wrap?! ... like domes (spheres), but squares.
Thanks! -
-
ignignokt84 updated BuildingWrapper with a new update entry:
0.1.4
-
ignignokt84 updated BuildingWrapper with a new update entry:
0.1.5
-
Question. Where exactly in the ZoneManager.cs file am I supposed to add the additional code?
-
Code:// original rotation handling code - replace this entire block with the new code case "rotation": zone.Rotation = player?.GetNetworkRotation() ?? Vector3.zero;/* + Quaternion.AngleAxis(90, Vector3.up).eulerAngles*/ zone.Rotation.x = 0; editvalue = zone.Rotation; break;
-
Thank you.
-
@ignignokt84 I added the rotation stuff to latest ZoneManager update
-