1. is it possible to make the home limit to 1?
     
  2. Where can I find the m-Teleportion.lua that supports EntityOwner?

    cheers
     
  3. Is it possible to set it so that players can not /tpr or /home at all when they are in a building blocked zone?
     
  4. okey i have been googline and search the forum and so on.
    I simply can not find this version for entityowner :).
    Could anyone link me to the m-teleportation that uses entityowner?
     
  5. "... the only code you need to change is here:"
    EntityOwner | Oxide
     
  6. Hi,

    Any plans to update this mod to use Rust's building ownership rather than having a dependency on the Building Owners mod?

    I only ask it reduces overhead on the server.

    Cheers,
    Myles
     
  7. The issue is the Lua-C# binding.
    Lua only supports numbers, which are effectively double types.
    When acquiring the OwnerID from Rust via the C# binding, the ID is converted to a number, which lacks the precision
    to display OwnerIDs.
    A way around this is to use a plugin in C# that has an API and converts these numbers to strings, the updated version of EntityOwner does this.
    So to use this plugin together with OwnerIDs, you'd have to use it together with EntityOwner instead of raw OwnerIDs.
     
  8. Code:
    -- Check if the player owns the foundation if required.
                    if self.Config.Homes.CheckFoundationForOwner then
                        local blockOwner = rust.OwnerIDFromEntity(block)                    if playerID ~= blockOwner then
                            -- The player is not standing on a owned foundation,
                            -- send the player a message if the foundation is also
                            -- not owned by a friend if this is enabled in the
                            -- settings.
                            if self.Config.Homes.UseFriendsAPI and not FriendsAPI.Object:HasFriend( blockOwner, playerID ) then
                                -- The player is not standing on a foundation owned
                                -- by a friend.
                                self:SendMessage( player, self.Config.Messages.HomeFoundationNotFriendsOwned )                            return
                            end                        if not self.Config.Homes.UseFriendsAPI then
                                self:SendMessage( player, self.Config.Messages.HomeFoundationNotOwned )                            return
                            end                      
                        end
                    end            end
    This is correct use without EntityOwners? After last oxide update I started getting errors.
     
  9. hey guys was just curious if there was a command to wipe everyones saved homes. i try to delete the file in data but everytime i reload the plugin it re populates it with the old homes.
     
  10. /wipehomes
     
  11. life saver thank you :)
     
  12. Fix for the new friends plugin
     

    Attached Files:

  13. I didn't know there was an issue, what does this fix?
     
  14. Friends plugin was written in C#
     
  15. hey guys having another issue, i updated to the newest m-teleportation but now im just getting null under data/m-teleportation.json anyone know what would be causing this?
     
  16. Remove the .json file in /data/ (Make a backup) then remove the m-teleportation plugin. Put the plugin back in the plugin folder, manually edit the data json file and input your old data into it.
     
  17. Thanks i tried that before and it wasn't working but it seems to be populating now.

    with this one is there a way to remove the "unable to home or tpr while in a building blocked area"? it doesn't seem to be in the .json it created. Thanks again.
     
  18. You would need to ask the coder that
     
  19. I added a setting 'BlockOnBuildingBlocked' for the Friends fixed version Resistance posted earlier. Set to false for Home or TPR to allow teleports from building blocked areas.
     

    Attached Files:

  20. this guy right here this guys the guy :)

    thank you so much for adding that.