Some Rust Names

Discussion in 'Rust Development' started by Bombardir, Dec 7, 2014.

  1. Maybe it will be interesting for someone? http://pastebin.com/q4zqTbrt
    What is it? Bones, animations, weapons, entities...

    How to generate:
    Code:
            local no_spawn = {}
            local nulvector = new(UnityEngine.Vector3._type,nil)
            local nulquaternion = new( UnityEngine.Quaternion._type, nil )
            local enum = global.GameManifest.Get().pooledStrings:GetEnumerator()
            print("------------ Spawn as entity: true ------------")
            while enum:MoveNext() do
                local prefab = enum.Current.str
                if global.GameManager.CreateEntity(prefab, nulvector, nulquaternion) then
                    print(prefab)
                else
                    table.insert(no_spawn, prefab)
                end
            end
            print("---------------------------------------------------")
            print("------------ Spawn as entity: false ------------")
            for i=1, #no_spawn do
                print(no_spawn[i])
            end
            print("---------------------------------------------------") 
    How to spawn:
    Code:
        local pos = player.transform.position
        local rot = player.transform.rotation
        local ent = global.GameManager.CreateEntity("ENTITY NAME(like 'npc/animals/wolf_corpse')", pos, rot)
        ent:Spaw() -- Simple spawn at position - 'pos'
        ent:Kill(ProtoBuf.Mode.None,0,0,new(UnityEngine.Vector3._type,nil))
     
  2. This is really helpful!

    Given these "names", how can I check to see if an entity is one of these? So if I had a specific entity as a variable (lets say a supply_drop), how can I check if that entity is a supply_drop, or something else?
     
  3. Code:
     local no_spawn = {}
            local nulvector = new(UnityEngine.Vector3._type,nil)
            local nulquaternion = new( UnityEngine.Quaternion._type, nil )
            local enum = global.GameManifest.Get().pooledStrings:GetEnumerator()
            print("------------ Spawn as entity: true ------------")
            while enum:MoveNext() do
                local prefab = enum.Current.str
               local entity = global.GameManager.CreateEntity(prefab, nulvector, nulquaternion)
                if entity:GetComponentInParent(global.SupplyDrop._type) then
                    print(prefab)
                end
            end
        
            print("---------------------------------------------------")
    [DOUBLEPOST=1419267628][/DOUBLEPOST]or i could just tell you that it's that : items/supply_drop
    ^^
     
  4. I'm trying to add items to a players inventory, however I'm having troubles figuring out the names for certain objects. For example, I can do inv:GiveItem("bandage", 1), but if I try to do inv:GiveItem("pistol_bullet", 1) it doesn't work because pistol_bullet is not the correct name. Is there a list that I can use to get the desired names? Or even a function in which the user can write simplified names such as "Pistol Bullet" and the code would know what I am looking for?

    Thanks