mspeedie submitted a new resource:
Damage Control - Allows you to tune damage entities take
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DamageControl
Allows you to tune damage entities take
Total Downloads: 1,069 - First Release: Nov 23, 2017 - Last Update: Jun 26, 2018
- 5/5, 7 likes
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Nice work on this mod. Something we've been wanting for a while now.
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mspeedie updated Damage Control with a new update entry:
2.1.7
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@mspeedie What would be the best way to make it so foundation wiping is impossible? I literally just want to make foundation invulnerable but still allow for the owners to remove them if they wanted to. Is this possible?
Many thanks -
Normally this plugin blocks everyone including the owner from damaging an entity. Do you have R-Remover Tool for Rust | Oxide installed? That removes items without damaging them and thus bypasses my plugin.
To just protect foundations the command in game is:
/dc set build foundation true
if you want to do this in the JSNO change this line:
"ProtectFoundation": "false",
to:
"ProtectFoundation": "true",
To check it in game:
/dc list building foundation
Adding a check of permissions would slow down the plugin. I could look check Tool Cupboard radius to allow damage, or no Tool Cupboard in range as an added option. -
mspeedie updated Damage Control with a new update entry:
2.1.8
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HumanNPC is possible?
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HumanNPC =
Scientist Or Murderer.
Each has their own settings.
Or is there some other type I am unaware of? -
how can i change? -
I had only tested this on Scientist and Murderer NPC, I was unaware of other types.
Can you let me know which HumanNPC this is occurring for so I can reproduce this?
How are you spawning this NPC? -
Wulf Community Admin
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BaseNPC named "zombie"
BasePlayer is NPCMurder or NPCPlayer?
Here is the code:
Code:if (entity == null || hitInfo == null) { return; // Nothing to process } else if (entity as BaseNpc != null) { if (entity.ShortPrefabName == "zombie") // Zombie { setHitScale(hitInfo, _Zombiemodifiers); } else // Animal { setHitScale(hitInfo, _Animalmodifiers); } } else if (entity as BasePlayer != null) { if (entity is NPCMurderer) // Murderer (treated the same as zombies) { setHitScale(hitInfo, _Zombiemodifiers); } else if (entity is NPCPlayer) // Scientists, etc. { setHitScale(hitInfo, _NPCmodifiers); } else // Player { setHitScale(hitInfo, _Playermodifiers); } }
Last edited by a moderator: Nov 29, 2017 -
Wulf Community Admin
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mspeedie updated Damage Control with a new update entry:
2.1.9
Fixed the code thing, sorry Wulf.Last edited by a moderator: Nov 29, 2017 -
HumanNPC is still Player_Multipliers
Human NPC - Core for Rust | Oxide -
Please note that very cool plugin has modifiers to damage built right in. Check the HumanNPC.json in the data folder. They default invulnerable. Looking further down they have configurable damage settings just like my mod in the protections set. So you don't really need my mod for them as they have their own settings per NPC.
That said I will see if I can process them.Last edited by a moderator: Dec 1, 2017 -
Good plugin but it seems that it changes globally, would be nice to allow only players with perms to use the damage multiplier. For example I would like it to be for admins only.
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I would be concerned, especially for PVP that could be seen as unbalancing. Can you help me understand why certain players would need to have a different multiplier than others?
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To add more to this it's rather simple
I want to bash my admin friends over the head with a rock that instakills, harmless funLast edited by a moderator: Dec 3, 2017 -
Most Admins are flagged invulnerable so I don't think that would work.
I can see this as something that could be exploited to generate an unfair advantage for certain players, unbalancing game play so I am going to have to pass.
[DOUBLEPOST=1512344731][/DOUBLEPOST]Last edited by a moderator: Dec 4, 2017