R-Remover-Tool
Building and entity removal tool
Total Downloads: 63,293 - First Release: Apr 3, 2015 - Last Update: Feb 7, 2018
- 5/5, 105 likes
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You can change line 480 to be ""parent"": ""HUD/Overlay"",
This should fix it. -
Code:
public static string mainjson = @"[ { ""name"": ""RemoveMsg"", ""parent"": ""HUD/Overlay"", ""components"": [ { ""type"":""UnityEngine.UI.Image"", ""color"":""0 0 0 0"", }, { ""type"":""RectTransform"", ""anchormin"": ""{xmin} {ymin}"", ""anchormax"": ""{xmax} {ymax}"" } ] }, { ""parent"": ""RemoveMsg"", ""components"": [ { ""type"":""UnityEngine.UI.Image"", ""color"":""0.1 0.1 0.1 0.4"", }, { ""type"":""RectTransform"", ""anchormin"": ""0 {yboxmin}"", ""anchormax"": ""1 1"" } ] } ] ";
Remplace : ""parent"": ""HUD/Overlay"", -
ошибкаAttached Files:
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Wow really those rust updates ...
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For us remove is working but the pannel is not displayed anymore top left corner
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Remover tool HUD/display/pannel not work! Help me pls.
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Yes things changed.
Someone will need to fix it for me plz -
Changed
480 ""parent"": ""Overlay"",
to
480 ""parent"": ""HUD/Overlay"",Attached Files:
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can you make it so the remove tool, supports Batching.. I enabled batching on server, and now the remove tool is a bit buggy
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Thx Flanger : did the modification manually it is working
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I did the same as Barcode. Turned batching on, now nothing can be removed, even when i turn batching back off again
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so i would like to make 2 requests
A) make it so that there is a radius for regular remove, this would eliminate the distance remove issue and the constant complaints about it not working
B) bring "rayremove" back, it allows me as an admin to go to an abandoned building with 500 external walls, 1000 barricades, a furnace and a water catcher and simply use the "ctrl v" command to reuse and not have to hit... unless i am misunderstanding the "remove all" commands use
~strike -
Seems to be broken
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A) it's just a new tool, peuple are getting used to it
B) remove all does the exact same thing as rayremove now -
reneb what about batching.colliders enabled, should that affect the plugin?
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Same problem here, if I enable the batching.colliders I can only remove deployables, not building pieces.