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Visual Cupboard Radius
Allows Authorized Players to Visually See Building Privildge Radius of Owned Tool Cupboards
Total Downloads: 5,642 - First Release: Jul 20, 2016 - Last Update: Nov 10, 2017
- 5/5, 25 likes
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no Cupboard permission,Can also be built,What's the matter? What kind of plug-in do I need
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Still waiting for a fix for the spheres transparency!
@Colon Blow ??
Thanks =] -
maybe they will add the ability to color them or skin them now that they appear a slightly more advanced version of the sphere. that would be cool. -
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But I was just speculating on why they changed the appearance. I do hope they make it so we can do that -
The circle is very dark.Players can't see it.Can you fix it ? Thanks!
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can you not do something like this to improve the visual aspect: ZoneDomes for Rust | Oxide
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The way zone domes works is it seems to create multiple spheres in order to darken it up more and more using a for loop. Maybe you could borrow this idea for this plugin.
edit: that being said.. i've never tested zone domes so i can't say if it even works. was just sharing idea.Last edited by a moderator: Jul 22, 2017 -
just tested zone domes and you can get the outline to be pretty dark depending on how many domes you add up. i did 20 and it looked pretty good!
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Spanks! =] -
I'll dig around and see if there is a option still.
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Need to modify transparency of the dome please
Awesome plugin ! -
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ill start working on it .
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Good luck ^^
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i'm not a programmer so this is probably dirty as hell but doing what i did below darkened it up quite a bit. go beyond 5 if you want it darker. at least its a bandaid until a fix it out.
Code:void AddSphere(BasePlayer player, bool showall, bool adminshow) { if (isAllowed(player, "visualcupboard.allowed")) { List<BaseCombatEntity> cblist = new List<BaseCombatEntity>(); Vis.Entities<BaseCombatEntity>(player.transform.position, ShowCupboardsWithinRangeOf, cblist); foreach (BaseCombatEntity bp in cblist) { if (bp is BuildingPrivlidge) { if (bp.GetComponent<ToolCupboardSphere>() == null) { Vector3 pos = bp.transform.position; if (!adminshow) { if (player.userID != bp.OwnerID) return; var sphereobj = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj2 = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj3 = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj4 = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj5 = bp.gameObject.AddComponent<ToolCupboardSphere>(); if (showall) sphereobj.showall = true; if (showall) sphereobj2.showall = true; if (showall) sphereobj3.showall = true; if (showall) sphereobj4.showall = true; if (showall) sphereobj5.showall = true; GameManager.Destroy(sphereobj, DurationToShowRadius); GameManager.Destroy(sphereobj2, DurationToShowRadius); GameManager.Destroy(sphereobj3, DurationToShowRadius); GameManager.Destroy(sphereobj4, DurationToShowRadius); GameManager.Destroy(sphereobj5, DurationToShowRadius); } if (adminshow) { var sphereobj = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj2 = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj3 = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj4 = bp.gameObject.AddComponent<ToolCupboardSphere>(); var sphereobj5 = bp.gameObject.AddComponent<ToolCupboardSphere>(); sphereobj.showall = true; sphereobj2.showall = true; sphereobj3.showall = true; sphereobj4.showall = true; sphereobj5.showall = true; GameManager.Destroy(sphereobj, DurationToShowRadius); GameManager.Destroy(sphereobj2, DurationToShowRadius); GameManager.Destroy(sphereobj3, DurationToShowRadius); GameManager.Destroy(sphereobj4, DurationToShowRadius); GameManager.Destroy(sphereobj5, DurationToShowRadius); PrintWarning("Tool Cupboard Owner " + bp.OwnerID + " : " + FindPlayerName(bp.OwnerID)); } } } } } if (!isAllowed(player, "visualcupboard.allowed")) { SendReply(player, lang.GetMessage("notallowed", this)); return; } else return; }
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Update: Works as intended! Good job.Last edited by a moderator: Aug 22, 2017