EntityOwner

Moved

Total Downloads: 7,293 - First Release: Jul 23, 2015 - Last Update: Dec 8, 2017

5/5, 25 likes
  1. Update fixed everything. Thanks!
     
  2. I'm getting blank ownership data displayed on everything after the game update and Oxide update today.
     
  3. Calytic

    Calytic Community Admin Community Mod

    Thanks for the report. I already have a patch together, I'll test it and release ASAP.
     
  4. Calytic

    Calytic Community Admin Community Mod

    Calytic updated EntityOwner with a new update entry:

    1.0.1

     
  5. Calytic

    Calytic Community Admin Community Mod

    In order to use EntityOwner with RemoverTool, and additionally adding the ability to /remove deployables (with ownership check) the following code is required. This code may be found in the "CanRemoveEntity" method in RemoverTool

    Code:
    if (entity is BaseEntity && useBuildingOwners)
    {
         var returnhook = Interface.GetMod().CallHook("FindEntityData", new object[] { entity as BaseEntity });
     
  6. This addon causes a very slow memory leak that builds up slowly over time resulting in server crash.
     
  7. Calytic

    Calytic Community Admin Community Mod

    You sure about that? You doing wipeowners as the documentation suggests?
     
  8. Yup yup I love the addon though. Good work.
     
  9. Calytic

    Calytic Community Admin Community Mod

    Calytic updated EntityOwner with a new update entry:

    1.0.2

     
  10. Adding this mid-wipe, this would affect who owns what structures correct?

    Also, does this plugin use any more resources than BuildingOwner?
     
  11. Calytic

    Calytic Community Admin Community Mod

    The short answer is no. But it is complicated. This mod does not conflict with BuildingOwners. They can be run simultaneously and EntityOwner will not affect ownership handled by BuildingOwners. EntityOwner will, however, not import BuildingOwners ownership data. From the perspective of EntityOwner the buildings will be unowned. It will not matter unless you are using modified versions of m-Teleportation or RemoverTool which integrate with EntityOwner instead of BuildingOwners. Details on how to modify Teleportation and RemoverTool can be found in this thread.

    I have not run any benchmarks comparing EntityOwner and BuildingOwners. I would imagine their footprint is very similar. I have done a considerable amount of work optimizing this mod and I do not know to what degree that is true of BuildingOwners.
     
  12. Seem to be having some issues where every few structures dont have a owner even if they are attached.
     
  13. Calytic

    Calytic Community Admin Community Mod

    Try reloading the mod

    Code:
    oxide.reload EntityOwner
     
  14. Calytic

    Calytic Community Admin Community Mod

    Calytic updated EntityOwner with a new update entry:

    1.0.3

     
  15. nice work man so far but the auth command seems to delay a few seconds now causing few seconds lag before use to do it instantly
     
  16. Calytic

    Calytic Community Admin Community Mod

    Yea, that is because it wasn't actually doing it. The "auth" command and "/prod2 cupboard" weren't actually functioning the way they were intended. If you want to improve the performance you can decrease the entity limit in the configuration file.
     
  17. turrets are still shooting me after i authorize on them
     
  18. Calytic

    Calytic Community Admin Community Mod

    Calytic updated EntityOwner with a new update entry:

    1.0.4

     
  19. Can I delete BuildingOwners.cs and use this instead?
     
  20. Calytic

    Calytic Community Admin Community Mod

    Sure, EntityOwner does not require BuildingOwners. However, many plugins that require BuildingOwners do not yet support EntityOwner, such as Teleportation or RemoverTool. There are details in this thread above on some simple code changes needed to add EntityOwner support to Teleportation and RemoverTool.