Did the server restart? If so, then it was probably reset. Otherwise, I'm not quite sure why this would be happening. Also, is this a newly placed object? It won't have any effect on objects placed before the plugin was installed.

Hammer Time
Tweak "Demolish" and "Rotate" time when using the hammer
Total Downloads: 4,351 - First Release: Feb 19, 2016 - Last Update: Jun 30, 2018
- 5/5, 18 likes
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The server was not restarted. All objects tested were placed and then they pulled out their hammer right away to verify if the Hammer Time Plugin was working. They did not receive an option to demolish. Could there be a conflict with the latest rust patch that happened on March 4th?
Did facepunch disable demolishing? -
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Permission to make this admin only ?
<3
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add a timer for when you can repair again after hit. There is a timer on vanilla like 10 or 20 seconds but I would like it increased
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Shady757 updated Hammer Time with a new update entry:
1.0.4
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nice one! now please debug Weapon Damage Scaler for Rust | Oxide ;D
[DOUBLEPOST=1461662726][/DOUBLEPOST]does work on stone walls but not on wooden doors
[DOUBLEPOST=1461662779][/DOUBLEPOST]this is odd because in the Weapon Damage Scaler for Rust it is the other way around: Melee Weapons scale on wooden doors but not on stone walls. Any idea?
[DOUBLEPOST=1461663781][/DOUBLEPOST]okay so did some more tests: Wokring on wood walls and stone walls etc. But not on wooden doors, prison cells, ladder hatchet, high external wood walls etc. Basically not working on all new deployable items. Any idea how to fix this?
[DOUBLEPOST=1461663828][/DOUBLEPOST]i think the method OnStructureRepair does not count for deployables
[DOUBLEPOST=1461665717][/DOUBLEPOST]can this be solved with using OnHammerHit(BasePlayer player, HitInfo info) instead?Last edited by a moderator: Apr 26, 2016 -
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[DOUBLEPOST=1461695813,1461688203][/DOUBLEPOST]thanks to Troubled in OnHammerHit and block.TimeSinceAttacked | Oxide I was able to fix it (hopefully) maybe you'd like to review it and add it in?
Code:object OnHammerHit(BasePlayer player, HitInfo info) { BaseCombatEntity block = info.HitEntity as BaseCombatEntity; if (block == null) return false; var cooldown = 0f; float.TryParse(Config["RepairDamageCooldown"].ToString(), out cooldown); if (cooldown == 0f || cooldown == 8f) return null; Puts(block.TimeSinceAttacked().ToString()); if (block.TimeSinceAttacked() <= cooldown) return false; return null; }
Last edited by a moderator: Apr 26, 2016 -
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it caused the stop server re-open. we restarted our server and got stuck on startup. we have a high pop server maybe plugin doesnt reload itself correctly.
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This may be a noob question, as we're new to Rust server hosting for our community, but what is the AuthLevelOverrideDemolish variable for?
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If "MustOwnToDemolish" is set to true, by default, admins are still able to demolish as long as they have authlevel 1 (maybe 2, can't remember) or higher. Auth level is the "moderatorid" and "ownerid" commands. Mod is 1, owner is 2. If you set "AuthLevelOverrideDemolish" to false, then even if you're an admin, you must own it to demolish it using the hammer. -