Rust-Kits

Moved

Total Downloads: 70,199 - First Release: Oct 21, 2014 - Last Update: Jun 7, 2018

4.96216/5, 185 likes
  1. that would be nice to have, check if there is a plugin that copies note texts already, maybe Replenish for Rust | Oxide
    if there is none, a new little task for plugin devs is born ;)
     
  2. @Reneb Why is it still not implemented that kits won't be redeemed if inventory is full or doesn't have enough space? This should be an important feature.

    If anyone is interested, I added it by myself months ago and have to readd it on every update. Feel free to copy it to your Kits.cs

    Open Kits.cs and find:

    Code:
            object GiveKit(BasePlayer player, string kitname)
            {
                if (string.IsNullOrEmpty(kitname)) return "Empty kit name";
                kitname = kitname.ToLower();
                Kit kit;
                if (!storedData.Kits.TryGetValue(kitname, out kit)) return "This kit doesn't exist";

    Then just insert the following code after it:

    Code:
                if (player.inventory.containerMain.IsFull())
                {
                    return "Your inventory seems to be full. Can't redeem kit.";
                }            int belt = 0;
                int wear = 0;
                int main = 0;
                foreach (KitItem kitem in kit.items)
                {
                    if (kitem.container == "belt")
                    {
                        belt++;
                    } else if (kitem.container == "wear")
                    {
                        wear++;
                    } else
                    {
                        main++;
                    }
                }
             
                if (main + player.inventory.containerMain.itemList.Count > player.inventory.containerMain.capacity)
                {
                    return "You don't have enough space in your MAIN inventory.";
                }            if (belt + player.inventory.containerBelt.itemList.Count > player.inventory.containerBelt.capacity)
                {
                    return "You don't have enough space in your BELT.";
                }            if (wear + player.inventory.containerWear.itemList.Count > player.inventory.containerWear.capacity)
                {
                    return "You don't have enough space in your CLOTHING inventory.";
                }
     
  3. Replenish, do take cope text on Notes. And I would rather have it involved in a Kit, were I can write think to players on the server e.g Server Command or Cords to Town Or Secret Notes!

    Who should I contact, out of the devs, that would be good to do this?
     
    Last edited by a moderator: Nov 7, 2016
  4. theres many great devs arround here, i would do this:
    we know the solution is already built in Replenish.cs and you want that in Kits.cs:
    1. look for the codelines in Replenish.cs or ask Skrallex how he did it.
    2. when you got the code together try to make your own version of Kits.cs
    3. send your Version to Renab and ask him to make it right and update his plugin
    4. say thank you to Skrallex and Renab, no matter if it works out or not

    most people would probably:
    1. ask Renab to do everything
    2. jerk off
    ;)
     
  5. What are the permissions for this plugin cant find them or am i blind -_- ?
     
  6. blind ^^
     
  7. instead of giving stupid answers you can maybe give me the permission line -_-"

    i am authlvl 2 but it still say's no perm
     
  8. i answered your question as you asked it.. since you didnt specify i was thinking about this:
    Custom Permissions:
    when you created a kit or edited a kit do:
    /kit permission PERMISSIONNAME
    the permissionname can be a new permission or an existing permission.

    but thats how you set permissions for kits,
    there is nothing else needed but authlvl 1 or 2 to use admin commands, so if you are auth 2 and the plugin is the right one, there should be no problem.
     
  9. Its weird that i get that i dont have any perm's then because other plugins work
     
  10. if you delete the autokit can you remake another one or not? doesnt seem like i can
     
  11. void OnPlayerRespawned(BasePlayer player)
    {
    if (!storedData.Kits.ContainsKey("autokit")) return;
    var thereturn = Interface.Oxide.CallHook("canRedeemKit", player);
    if (thereturn == null)
    {
    player.inventory.Strip();
    GiveKit(player, "autokit");
    }
    }
    If you actually deleted it, you should be able to make a new one called 'autokit', if not, its still there and you can edit it
     
  12. ive removed and re-added it multiple times now and not once do i respawn with the stuff i have put in the kit
     
  13. upload your kits data file
     
  14. i have made the kit like 5 times over now and its not working
     

    Attached Files:

  15. sorry, i cant find any mistake, for what i know it should work.
     
  16. thanks for that
     
  17. Hello guys could you someone of you make me an kit starter simple one pls im new
     
  18. Kits for Rust | Oxide
    cant be explaned better than that i think, probably theres a youtube video somewhere too ^^
     
  19. i just tried it, added autokit, died, respawned with nothing at all.. so the inv strip works, but the givekit not, i think.
    the one from Factions.cs works
     
  20. autokit authlevel needs to be 2
    See my post on page 202 on making kits
    [DOUBLEPOST=1478577784][/DOUBLEPOST]
    See my post on page 202 on making kits and permissions also make sure you have ownerid in your users.cfg file