1. Ability for players to take other players prisoner

    There's a Jail plugin ----> Jail for Rust | Oxide
    But its an admin/moderator plugin, where players with permissions can put people in jail with a chat command

    I created a working Oxide Prison plugin called PlayerPrison ---> GitHub - REDACTED/PlayerPrison: Rust (Videogame) Oxide Plugin - Gives Players ability to Imprison other Players

    But it broke when Facepunch removed Item Ownership

    I succesfully ran this plugin on a server called Endscape for 2 months ---> Steam Community :: Group :: ENDSCAPE
    I give much praise to the owner 597/Smith, this was his idea, feedback and testing that helped create this.
    Its based off of a Minecraft server called Civcraft, plugin called Prison Pearl ---> Prison Pearl

    The way the code works, you need a Jackolantern in your toolbelt when killing a player, and you recieve their skull. You hold their skull to run commands to summon them, etc. And they arent free until the skull is crushed.

    The code has a hook to OnEntityGather and restricts getting skulls when normally harvesting a corpse.
    In addition with CraftingController plugin, I restricted jackolanterns from being crafted, and used another plugin to randomly put jackolanterns into barrels.

    With the Prison plugin installed on the Rust server, players barely killed each other, because everyone was afraid to be captured/punished by other players, it was really interesting.
    But it hasn't been tested on a higher population than 10-15 players.

    TODO:
    - fix skull ownership ---> Replace tracking by item ownership with tracking by IDs ---> Rust - Item ownership | Oxide
    - ability for player to set default spawn point for their prisoner, disallow spawning randomly or in sleeping bags

    BUGS:
    - if skull despawns inside a corpse, player is stuck prisoner
    - crushing skull when imprisoned player is offline does not free them from imprisonment

    EXPLOITS:
    - players would capture their friends to use as a teleport...
    - players would disconnect from the game without a body in the game so they wouldnt be captured when they werent playing ----> Rust - Force Player Body to be in-game when Player Disconnects | Oxide

    I have a lot more on the TODO list and a lot more ideas to make the plugin better, I will add more to this thread when I get home.

    I kept pushing off this project saying Id fix it and add enhancements but Ive failed to do that and think it would be wise to open it up to the public, your welcome to take the code and modify it / rewrite it, etc, My only wish is that you keep the code open to the public either on Oxide or as a private paid plugin.
    [DOUBLEPOST=1493756906][/DOUBLEPOST]Youtube Video from Endscape Rust Server, I got captured by the town for shooting at the mayor and put on trial in a courthouse:


    Once I was captured, I was powerless, they owned my skull and could spawn me anywhere.
     
    Last edited by a moderator: May 2, 2017
  2. the idea of using the jack o lantern as a spell to summon is very unique, I was trying to come up with something like this but couldn't think of an item to link the player to. does this plugin currently work?
     
  3. Plugin is currently broken, as of Devblog 146, when Ownership was removed from items.

    Yeah Jackolantern was a good choice as a capture tool since players barely craft or use them.
    Some players have suggested using a quantity of rope.
     
  4. that would also be a great idea. someone shed some light on how we might fix this awesome plugin please <3
     
  5. @Xianith Nice find!

    from SkullCrusher code:
    Code:
    skullName = item.name.Substring(10, item.name.Length - 11);
    So I guess the players name is stored on the Item's .name attribute, cool
    Does the name on the skull ever change? or is it permanent?

    Changelog:
    Devblog 146
    "Player skulls are named after the player they're from"
     
  6. @Xianith good find m8 <3

    @Togoshige let us know if you get it working please, would love this on the server. even if I gotta pay ya <3
     
  7. @Togoshige; Using the players display name from the skull name might not be the most stable nor reliable way of doing this, but im sure it would work (most of the time) unless you are dealing with offline players... that might be a bit sketchier

    Edit: I'm guessing the person would also be able to log off, change their name and log back in to excape, depending on how you handle it