EntityOwner
Moved
Total Downloads: 7,293 - First Release: Jul 23, 2015 - Last Update: Dec 8, 2017
- 5/5, 25 likes
-
error with version 2.0.3:
Code:[Oxide] 9:49 AM [Error] Failed to run a 0.15 timer in 'EntityOwner v2.0.3' (NullReferenceException: ) [Oxide] 9:49 AM [Debug] at (wrapper managed-to-native) UnityEngine.Component:get_transform () at Oxide.Plugins.EntityOwner+OwnerProfile.Add (.BaseEntity entity, UInt64 playerID) [0x00000] in <filename unknown>:0 at Oxide.Plugins.EntityOwner.AddEntityToProfile (Oxide.Plugins.OwnerProfile profile, .BaseEntity entity) [0x00000] in <filename unknown>:0 at Oxide.Plugins.EntityOwner+<OnEntityBuilt>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0
-
Calytic Community Admin Community Mod
This is likely happening due to useToolcupboards: true with RemoverTool.
-
Calytic Community Admin Community Mod
Calytic updated EntityOwner with a new update entry:
2.0.31
-
Is there any way to implement this using the new "ent who" command?
-
Calytic Community Admin Community Mod
-
Awesome. Can't wait!
-
Does anyone have a WORKING/modified version of the remove tool that uses EntiyOwner?
-
[DOUBLEPOST=1455414934,1455375679][/DOUBLEPOST]@Calytic
When raycasting for removable entities you simply take the first entity you find.
Unity however does not ensure an order for entities hit by the raycast, so you cannot assure that the first entity is really the one in front of you.
This means that occasionally, when using one of the commands for a single entity, you get unexpected results (for instance: put up a foundation above a barrel and try using /owner on the foundation while having your view lined up with the barrel - it'll sometimes report "Owner: N/A").
Wouldn't looking for the entity with the shortest distance be a better approach to this?Attached Files:
-
-
How to bind the EntityOwner for RemoverTool? After all, there is only BuildingOwners.
-
Simply use EntityOwner | Page 15 | Oxide together with EntityOwner. -
Calytic Community Admin Community Mod
In case anyone is wondering. The next version of EntityOwner will have removed the API and will no longer track ownership.
I will keep all of the commands, "owner" will be renamed "prod". "prod2", "auth", "own" and all of the other ownership related commands will remain however EntityOwner will not load or save ownership anymore. It is no longer required to use Building Owners or EntityOwner to perform ownership checks in plugins like m-Teleportation, Remover Tool, or any of the other plugins that depend on EntityOwner. I have already updated my plugins to remove the EntityOwner dependency. Like I mentioned, this is in preparation for a major cut back in the size and scope of the EntityOwner plugin.
Let me give kudos to Facepunch for adding ownership to entities, negating the purpose of Building Owners and EntityOwner. This simple change will substantially reduce the cost of tracking ownership. -
-
Calytic Community Admin Community Mod
-
i am thinking about plugins such as autopurge,
They would need to be updated aswell to not even use entityowner?
Possibly have some sort of "use old system or use new system" setting where the plugins contacting entityowner actually would work.
Because otherwise you are making this into a "changeowner+who owns" plugin just like buildingowners and prod seperatly are.
Not knocking the idea, but i am myself worried that this means my plan for this weekend is sort of dead.
I planned on adding entityowner, autopurge and then have a purge of all entitys owned by players inactive for 7+ dayes.
This function would in theory be completely missing for rust once again, and thats a shame.
Anything you can think of or decide on that gives serverowners like myself a option to remove inactive players bases, "securely"
would be very much appreciated.
and most defenetly loved by many others to reduce lag on large entity servers (iv broken the 400k limit twice this week.. :/) -
-
Calytic Community Admin Community Mod
-
well since i am guessing you might be changing your plugin hooks/api i am guessing that renders the purge plugin dead untill the author updates to use this new system where rust itself has a owner database.
i do love the idea that the rust has atleest a database of who owns the entity.
The only problem i see is that it will possibly remove half houses as 2 friends builthalf each.
But we will find out soon enough.
[DOUBLEPOST=1456018071][/DOUBLEPOST]i did some testing and indeed it is like i thought.
if we are 2 players building 3x2 each but connect them so it forms a 6x4 foundation baseplate.
The foundations i made, is my entity owner on (in rust) and the ones he built he owns.
Dont entityowner go by who "owned" the house?
Thus if i started building it then its "mine".
So im not to sure you can celebrate all to soon and remove code.
-
It goes by what you place. What you place is yours. What he places is his.
-
This means that he can remove loads of his own implementation code but keep the API so the plugins you are using would still work.