FireStorm78 submitted a new resource:
DC Protect - Prevents looting of players for a specified time after disconnecting or server start.
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DCProtect
Prevents looting of players for a specified time after disconnecting or server start.
Total Downloads: 485 - First Release: Dec 19, 2017 - Last Update: Apr 6, 2018
- 5/5, 3 likes
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FireStorm78 updated DC Protect with a new update entry:
1.0.2
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What if they just DC from the server manualy while they are about to lose their loots etc?
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But that does not fully prevent abuse in those cases where people use a client-side network disconnect.
Therefore such a solution can never be fully abuse-protected -
You can do machine learning BUT I don't think its worth it for such a small plugin.
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It is a good plugin for "honorable" players
but it is Rust...
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Thanks for the feedback.
This was written for a server I help maintain which is mostly PVE with a purge day once a week. We used to use PreventLooting but people were sleeping out in the open. We don't like protecting people from stupid since it is pvE so this plugin was born. It's not perfect but hopefully people can find use of it.
Like Fujikura said we could use the disconnect reason to be more specific but that doesn't stop people from yanking the proverbial network cable to accomplish the same thing.
But even if people try to abuse this to protect loots people just have to wait for the player to come back online or the timer to expire and shoot them in the head to get the loots. Either way they are going to die from the attack. It delays the looting not preventing it. So just set the delay to what makes sense for your server. -
Is there anyway to retrofit this into making player unlootable after a teleport (spawn-in)? We have a public area people use with NTeleport's /town feature, and it'd be great to have people teleporting in not able to be looted until X amount of seconds so people dont camp the spawn and steal their stuff before they wake up. Currently I use ZoneManager, but with it being a nopvp and nodestroy area, people abuse it and sleep in the spawn bubble so they can't be killed or looted.
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FireStorm78 updated DC Protect with a new update entry:
1.0.3
Last edited by a moderator: Mar 28, 2018 -
Currently seeing the following if also using TruePVE:
Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: TruePVE - False (Boolean), DCProtect (True (Boolean))
Looking for a solution. I assumed the result of the hook would be a logical AND from multiple plugins. -
FireStorm78 updated DC Protect with a new update entry:
1.0.4
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Players getting killed by rockets while protected.
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Works fine for me. Are you using TruePVE? Have you updated to the latest version with the fix?
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Can you send me your TruePVE config and I'll see if I can reproduce. I can't reproduce on my server. Thanks.
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Last edited by a moderator: Mar 30, 2018
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This is why setting the delay to as little as reasonably possible is key. The default 5 minutes may be too long for your server. It was based on the average time to restart a computer, load rust and connect to the server with no assets cached. If a player simply disconnects and reconnects inside the game the time to reconnect is much lower.
Set DC_DelayInSeconds to the average time it takes to reconnect that won't give too much of an advantage during a raid if abused. Also make it a rule of the server that abusing the DC Protection will result in a ban. Since there are logs you can see this behavior quite easily.
Note to self: Add timestamps to warning messages to assist in this. Also potentially move warning messages to a proper oxide log rather than spamming console.