Hi!
I am looking for a plugin that I have seen on creative servers. The plugin basically is activated when you press the middle mouse button and it opens up this big menu that allows animal spawns, flying, bgrades and you dont need to have wood or any resource to build. I was just wondering if anyone knew what this plugin is called.
Thanks
Solved Creative/sandbox/unlimited items menu
Discussion in 'Plugin Requests' started by Martini, May 29, 2016.
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This is with 95% NO Oxide/Server Plugin, this sounds much more like an Client-AutoIt-script designed as overlay...
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Hello there, I am new to this forum board - and semi-new to Rust.
I have been wondering if there was a plugin similar to this that was available to freely download.
I would love to have this kind of thing on my server, just for personal use, for a bit of fun!
If anyone can help me, thank you so much! -
Wulf Community Admin
Wouldn't that be the same as the F1 items menu?
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My.
God.
I am sorry - today is my first day playing Rust, and call me a noob, but I never even noticed that. :/
Sorry for bothering you - feel free to lock this thread.
Again, sorry. -
Wulf Community Admin
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i would like to know what menu hes using in this
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Wulf Community Admin
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That's the Intoxicated creative server mod. You won't find it anywhere and I highly doubt it would ever be released. I would like to know how he managed to place walls diagonally on square foundations though
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no, the ui at like 2:33
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You know I have been thinking of making something like that for a long time for my server. I added the command buttons (see page 2) on my server for players.
But making a larger UI with a lot of options might be cool -
, But Ill have a look today, I also would love to make something like that, But would have to come after PvX V1 release and my FriendList API update
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Yeah, something like this would be awesome, I still really want a fly plugin that isn't buggy and doesn't require giving full IsAdmin privs. A fly but not no-clip plugin would be awesome, but unfortunately I don't think it's supported by the game without flagging as cheating.
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Wulf Community Admin
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Could you maybe over-ride this for a semi-creative building option?
Code:internal void FindTerrainPlacement(ref Construction.Target target, Construction component) { RaycastHit hitInfo; if (GamePhysics.Trace(target.ray, 0.0f, out hitInfo, component.maxplaceDistance, 27328768, (QueryTriggerInteraction) 1)) { // ISSUE: explicit reference operation // ISSUE: explicit reference operation // ISSUE: explicit reference operation target.position = Vector3.op_Addition(((Ray) @target.ray).get_origin(), Vector3.op_Multiply(((Ray) @target.ray).get_direction(), ((RaycastHit) @hitInfo).get_distance())); // ISSUE: explicit reference operation target.normal = ((RaycastHit) @hitInfo).get_normal(); target.rotation = this.rotationOffset; target.onTerrain = true; target.valid = true; } else { // ISSUE: explicit reference operation // ISSUE: explicit reference operation target.position = Vector3.op_Addition(((Ray) @target.ray).get_origin(), Vector3.op_Multiply(((Ray) @target.ray).get_direction(), component.maxplaceDistance)); target.normal = Vector3.get_up(); target.rotation = this.rotationOffset; target.onTerrain = component.canPlaceAtMaxDistance; target.valid = component.canPlaceAtMaxDistance; }
Code:public bool CanAffordToPlace(Construction component) { if (this.isTypeDeployable) return true; BasePlayer ownerPlayer = this.GetOwnerPlayer(); if (!Object.op_Implicit((Object) ownerPlayer)) return false; using (List<ItemAmount>.Enumerator enumerator = component.defaultGrade.costToBuild.GetEnumerator()) { while (enumerator.MoveNext()) { ItemAmount current = enumerator.Current; if ((double) ownerPlayer.inventory.GetAmount(current.itemDef.itemid) < (double) current.amount) return false; } } return true; }
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and FauxClip's flying is pretty buggy haha.