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
  1. 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.
     
  2. 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?
     
  3. It's working fine on my server. Don't know what to tell you. You can try deleting the plugin and the config, then re-installing it.
     
  4. Can you send me your server info? I want to see what its supposed to look like as a non admin. Then I can compare it to what we are seeing.
     
  5. Before I do this, are you sure players are even able to demolish anything *without* the plugin installed, after placing a building block? If they still can't, even without it installed, it must be another plugin conflicting.
     
  6. Im throwing a dev server online now with every other plugin turned off except yours. I will report my findings soon.
     
  7. should be put tool cupboard
     
  8. I see. The player must be within their cupboard protected area to use the demolish option
     
  9. Permission to make this admin only ? :) <3
     
  10. 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
     
  11. Shady757 updated Hammer Time with a new update entry:

    1.0.4

     
  12. 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
  13. I'm unsure if it's possible, as the hook seems to only allow you to check BuildingBlock types, and deployables are not that.
     
  14. these hooks are made possible by oxide right? I thought about opening a fret about this in the oxide forums with reference to both your mods
    [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
  15. Yeah, I had already figured this out on my own, but thanks for submitting the sample anyway. It would be nice if the OnStructureRepair took a BaseCombatEntity instead of BuildingBlock, but I'm sure there's a good reason why it doesn't. I'll update the plugin soon.
     
  16. 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.
     
  17. How many Entities do you have? It goes by OnEntitySpawned, instead of getting an array of all the blocks on start up, so this really shouldn't be happening, at least not on a scale big enough to cause it to get stuck.
     
  18. This may be a noob question, as we're new to Rust server hosting for our community, but what is the AuthLevelOverrideDemolish variable for?
     
  19. Sorry. This is really my fault, I didn't update the overview for what the new config options mean.

    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.
     
  20. Thanks for the quick reply and detailed explanation! :)