
Visual Cupboard Radius
Allows Authorized Players to Visually See Building Privildge Radius of Owned Tool Cupboards
Total Downloads: 5,647 - First Release: Jul 20, 2016 - Last Update: Nov 10, 2017
- 5/5, 25 likes
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Colon Blow updated Visual Cupboard Radius with a new update entry:
1.0.5
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you forgot to change version in plugin so now
# VisualCupboard | Installed: 1.0.4 - Latest: 1.0.5 | Visual Cupboard Radius for Rust | Oxide -
Colon Blow updated Visual Cupboard Radius with a new update entry:
1.0.5
[DOUBLEPOST=1470541352][/DOUBLEPOST] -
Also thanx for the updater support, I am for sure many others will love this
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Everyone on my server can see the cupboard radius when I want to view it as an admin. Is this by design?
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You can be configured so that players can see only own closets?
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Only thing right now is setting "Show Visuals On OWN Cupboards Only" to true.. This will only allow player to Toggle spheres on there own cupboards. so they can't go around to everyones cupboards and toggling them on.
But Everyone can still see any toggled sphere as of now. it just who can toggle them and what they can toggle them on.
I'm working to see if there is a way to hide spheres from all but the owner player. not sure if there is. -
[Oxide] 02:27 [Error] VisualCupboard plugin failed to compile!
[Oxide] 02:27 [Error] VisualCupboard.cs(135,13): error CS1501: No overload for method `Spawn' takes `1' arguments -
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yes i confirm not work after update
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Colon Blow updated Visual Cupboard Radius with a new update entry:
1.0.6
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Question are you able to adjust cupboard radius?
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You can change the visual size of the cupboard spheres to match other plugins, such as the Cupboard Radius Plugin. -
Sorry for the dumb question, but... how i can authorize me?
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Code:oxide.grant user "mafiosilla" visualcupboard.allowed
Code:oxide.grant user "mafiosilla" visualcupboard.admin
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Code:if (Net.sv.write.Start()) { Net.sv.write.PacketID(Message.Type.EntityDestroy); Net.sv.write.EntityID(entity.GetEntity().net.ID); Net.sv.write.UInt8((byte)BaseNetworkable.DestroyMode.None); Net.sv.write.Send(new SendInfo(player.net.connection)); }
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