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Häuser verschwinden

Discussion on Häuser verschwinden within the Rust forum part of the Popular Games category.

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Old   #1
 
Asozial!'s Avatar
 
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Häuser verschwinden

Mahlzeit zusammen,

Habe folgendes Problem und zwar wie der Titel schon sagt verschwinden oftmals ganze häuser von meinem Server oder es sind auf einml nur noch pillars und foundations da. da es mittlerweile sehr oft passiert glaube ich nicht das es ein hacker ist sondar ein bug nur ich habe davon keine ahnung kann mir da wer weiter helfen ?
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Old 07/11/2014, 17:45   #2




 
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Das Ganze liegt daran, dass das Holz nach gewisser Zeit kaputt geht und dementsprechend auch die Häuser. Daher muss man die Wände - und auch anderes aus Holz - entsprechend immer reparieren.

Quote:
Wood walls will begin the decay process after 36 Hours (Customizable per server), this timer resets if a player opens/closes a door connected to a foundation the wall is attached to. If the timer is not reset, the wall will begin taking slow damage and fully decay after 3 days. If at any point a player returns to the base before decay is finished, they can repair a wooden wall by placing wood in one of your hotbar slots, facing the wall, and pressing the number for that hotbar slot.
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Old 07/11/2014, 18:40   #3
 
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Quote:
Das Ganze liegt daran, dass das Holz nach gewisser Zeit kaputt geht und dementsprechend auch die Häuser. Daher muss man die Wände - und auch anderes aus Holz - entsprechend immer reparieren.
Negativ Metallhäuser verschwinden genauso.
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Old 07/11/2014, 19:38   #4




 
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Quote:
Originally Posted by DasGesicht. View Post
Negativ Metallhäuser verschwinden genauso.
Von allein? Oder kann es auch sein, dass jemand die Teile kaputt sprengt? Was hast du so für Plugins installiert?
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Old 07/11/2014, 20:22   #5
 
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Plugins: Remover tool, Privat message, starter kits
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Old 07/11/2014, 22:05   #6




 
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Quote:
Originally Posted by DasGesicht. View Post
Plugins: Remover tool, Privat message, starter kits
Hast du das Remover Tool vielleicht falsch eingestellt? Kannst ja mal deine Config posten. Oder kann es sein, dass die Leute ggf. die Teile selber per Remover Tool entfernen? Oder beschweren diese sich selbst darüber?
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Old 07/11/2014, 23:31   #7
 
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Wir haben eine kleine "City" gebaut und sind on gekommen auf einmal standen nurnoch die pillar foundations und cellings dort wir haben es wieder aufgebaut und es ist wieder verschunden etc werde später mal die config posten hau mich jetzt was hin gn8

So hier mal die Config vom Removertool:

PLUGIN.Title = "Ownership Remover"
PLUGIN.Description = "House 'ownership' so you can easily destroy misplaced objects"
PLUGIN.Version = "1.0.1"
PLUGIN.Author = "ZOR"

function PLUGIN:Init()
self.nextHitNotes = {}
self.CfgFile, self.Cfg = self:readFileToMap("ownremCfg")
self.removerFlag = "ownremover"
self:initCfgParam("exclusiveRemovers",false)
self:initCfgParam("giveNewItem",false)
self:initCfgParam("giveResources",true)
self:initCfgParam("onlySkeleton",false)
self:initCfgParam("hatchetEnabled",false)
self:initCfgParam("allowPillarLances",true)
self:initCfgParam("econIntegration",false)
self:initCfgParam("adminOwns",false)
self.econ= plugins.Find("econ")
self:AddChatCommand("ownremflag", self.cmdFlag)

print( self.Title .. " v" .. self.Version .. " loaded!" )
end


function PLUGIN:SendHelpText( netuser )
if self.econ and self.econIntegration and self.econ.ownremoveFee then
rust.SendChatToUser( netuser,
"* You can remove some of structures misplaced by you with Pick Axe! (for "..self.econ:moneyStr(self.econ.ownremoveFee). .")" )
else
rust.SendChatToUser( netuser, "* You can remove some of structures misplaced by you with Pick Axe! *" ) end
if netuser:CanAdmin() then
rust.SendChatToUser( netuser, "Use /ownremflag \"giveResources|giveNewItem|onlySkeleton\" to change boolean flag state" )
return end
end

function PLUGIN:cmdFlag( netuser, cmd, args )
if not netuser:CanAdmin() then return end
local flag = args[1]
if flag then
if self[flag] == nill then
rust.SendChatToUser(netuser, "No flag with name ["..args[1].."] found")
return end
self[flag] = not self[flag]
self.Cfg[flag] = self[flag]
rust.SendChatToUser(netuser, "Flag [ "..args[1].." ] is now [ "..tostring(self[flag]).." ]")
self:SaveMapToFile( self.Cfg,self.CfgFile)
end
end

local GetComponents, SetComponents = typesystem.GetField( Rust.StructureMaster, "_structureComponents", bf.private_instance )
local NetCullRemove = util.FindOverloadedMethod( Rust.NetCull._type, "Destroy", bf.public_static, { UnityEngine.GameObject} )
function PLUGIN:getConnectedComponents( master )
local hashset = GetComponents( master )
local tbl = {}
local it = hashset:GetEnumerator()
while (it:MoveNext()) do
tbl[ #tbl + 1 ] = it.Current end
return tbl end
function RemoveGObject(object)
local arr = util.ArrayFromTable( cs.gettype( "System.Object" ), { object } ) ;
cs.convertandsetonarray( arr, 0, object , UnityEngine.GameObject._type )
NetCullRemove:Invoke( nil, arr ) end

local RemovableTools = {}
RemovableTools["Pick Axe"] = true
local RemovableItem = {}
RemovableItem["Wood_Shelter(Clone)"] = { name = "Wood Shelter", give = "Wood", giveAmount = 20 }
--RemovableItem["Campfire(Clone)"] = {name="Camp Fire", give="Wood",giveAmount=50 }
RemovableItem["Furnace(Clone)"] = { name = "Furnace", give = "Stones", giveAmount = 30 }
RemovableItem["Workbench(Clone)"] = { name = "Workbench", give = "Wood", giveAmount = 40 }
RemovableItem["SingleBed(Clone)"] = { name = "Bed", give = "Metal Fragments", giveAmount = 50 }
--RemovableItem["SleepingBagA(Clone)"] = {name="Sleeping Bag", give="Cloth",giveAmount=10 }
-- Attack and protect
--RemovableItem["LargeWoodSpikeWall(Clone)"] = {name="Large Spike Wall", give="Wood",giveAmount=100 }
--RemovableItem["WoodSpikeWall(Clone)"] = {name="Spike Wall", give="Wood",giveAmount=50 }
RemovableItem["Barricade_Fence_Deployable(Clone)"] = { name = "Wood Barricade", give = "Wood", giveAmount = 20 }
RemovableItem["WoodGateway(Clone)"] = { name = "Wood Gateway", give = "Wood", giveAmount = 200 }
RemovableItem["WoodGate(Clone)"] = { name = "Wood Gate", give = "Wood", giveAmount = 60 }
-- Storage
RemovableItem["WoodBoxLarge(Clone)"] = { name = "Large Wood Storage", give = "Wood", giveAmount = 40 }
RemovableItem["WoodBox(Clone)"] = { name = "Wood Storage Box", give = "Wood", giveAmount = 10 }
RemovableItem["SmallStash(Clone)"] = { name = "Small Stash", give = "Cloth", giveAmount = 5 }
-- Structure Wood
RemovableItem["WoodFoundation(Clone)"] = { name = "Wood Foundation", give = "Wood", giveAmount = 60 }
RemovableItem["WoodWindowFrame(Clone)"] = { name = "Wood Window", give = "Wood", giveAmount = 30 }
RemovableItem["WoodDoorFrame(Clone)"] = { name = "Wood Doorway", give = "Wood", giveAmount = 30 }
RemovableItem["WoodWall(Clone)"] = { name = "Wood Wall", give = "Wood", giveAmount = 20 }
RemovableItem["WoodenDoor(Clone)"] = { name = "Wooden Door", give = "Wood", giveAmount = 10 }
RemovableItem["WoodCeiling(Clone)"] = { name = "Wood Ceiling", give = "Wood", giveAmount = 30 }
RemovableItem["WoodRamp(Clone)"] = { name = "Wood Ramp", give = "Wood", giveAmount = 30 }
--RemovableItem["WoodStairs(Clone)"] = { name = "Wood Stairs", give = "Wood", giveAmount = 30 }
RemovableItem["WoodPillar(Clone)"] = { name = "Wood Pillar", give = "Wood", giveAmount = 10 }
-- Structure Metal
RemovableItem["MetalFoundation(Clone)"] = { name = "Metal Foundation", give = "Metal Fragments", giveAmount = 30 }
RemovableItem["MetalWall(Clone)"] = { name = "Metal Wall", give = "Metal Fragments", giveAmount = 20 }
RemovableItem["MetalDoorFrame(Clone)"] = { name = "Metal Doorway", give = "Metal Fragments", giveAmount = 20 }
RemovableItem["MetalDoor(Clone)"] = { name = "Metal Door", give = "Metal Fragments", giveAmount = 40 }
RemovableItem["MetalCeiling(Clone)"] = { name = "Metal Ceiling", give = "Metal Fragments", giveAmount = 40 }
RemovableItem["MetalStairs(Clone)"] = { name = "Metal Stairs", give = "Metal Fragments", giveAmount = 30 }
RemovableItem["MetalRamp(Clone)"] = { name = "Metal Ramp", give = "Metal Fragments", giveAmount = 30 }
RemovableItem["MetalBarsWindow(Clone)"] = {name="Metal Window Bars", give="Metal Fragments",giveAmount=50, needRemove = true }
RemovableItem["MetalWindowFrame(Clone)"] = { name = "Metal Window", give = "Metal Fragments", giveAmount = 20 }
RemovableItem["MetalPillar(Clone)"] = { name = "Metal Pillar", give = "Metal Fragments", giveAmount = 10 }

function PLUGIN:ModifyDamage(takedamage, damage)
if damage.extraData == nil then return end
if damage.attacker then if damage.attacker.client then
local item = RemovableItem[takedamage.gameObject.Name]
if damage.attacker.client.netUser and item then
local user = damage.attacker.client.netUser
local userID = rust.GetUserID(user)
local creatorID = nil
if (takedamage:GetComponent("DeployableObject")) then
creatorID = takedamage:GetComponent("DeployableObject").creato rID
elseif takedamage:GetComponent("StructureComponent") then
creatorID = takedamage:GetComponent("StructureComponent")._mas ter.creatorID
end
local isowner = user.User.Userid == creatorID --or user:CanAdmin()
and (not self.exclusiveRemovers or ( api.Exists("flags" ) and api.Call("flags", "HasFlag", user, self.removerFlag)) )
if user:CanAdmin() and self.adminOwns then isowner = true end
if isowner and (RemovableTools[damage.extraData.dataBlock.name]
or (self.hatchetEnabled and damage.extraData.dataBlock.name == "Hatchet") ) then
local isSkeletonItemTarget = false
if takedamage:GetComponent("StructureComponent") then
local entity = takedamage:GetComponent("StructureComponent")
local master = entity._master
local tpos = entity.gameObject:GetComponent("Transform").positi on
local tname = item.name
--apply anti-floatin logic only for: --TODO use StructureComponentType
local tIsPillar = string.find(tname, "Pillar",1 ,true)
local tIsCeil = string.find(tname, "Ceiling",1 ,true)
local tIsFound= string.find(tname, "Foundation",1 ,true)
isSkeletonItemTarget = tIsPillar or tIsCeil or tIsFound
if self.onlySkeleton and not isSkeletonItemTarget then return end

isManyBasements = function(data, btype, height, pillarPose)
local around = 0
for _k, struct in pairs(data) do
local spos = struct:GetComponent("Transform").position
-- print(struct.name .."="..spos.x.." "..spos.y.." "..spos.z.." ")
if string.find(struct.name, btype, 1, true) and spos.y == height and self:isPointIn2DRadius(pillarPose, spos, 3.55)
then around = around + 1
if (around > 1) then return true end
end
end
return false
end

if isSkeletonItemTarget then
local connected = self:getConnectedComponents(master)
local rad = 2.52
local radc = 3.55
for k,v in pairs(connected) do
local pos = v:GetComponent("Transform").position
local searchRad = rad
if string.find(v.name, "Pillar",1 ,true) or tIsPillar then searchRad = radc end
local inRad = self:isPointIn2DRadius(tpos, pos, searchRad) and not (pos.x == tpos.x and pos.y == tpos.y and pos.z == tpos.z)
if inRad then
local allowDestroy = false
local isCeil,isPillar,isFound = string.find(v.name, "Ceiling",1 ,true) ,string.find(v.name, "Pillar",1 ,true) ,string.find(v.name, "Foundation",1 ,true)
local isRamp = string.find(v.name, "Ramp",1 ,true)
if(pos.y > tpos.y and pos.y < tpos.y + 5 )then -- and pos.y < tpos.y + 5
-- if user:CanAdmin() then rust.SendChatToUser(user, "upper [" .. v.name .. "] upper") end
if (tIsCeil or tIsFound) and not ( isPillar or isRamp) then allowDestroy = true --skip oters
elseif tIsCeil and isPillar and self.allowPillarLances then allowDestroy = true
-- if user:CanAdmin() then rust.SendChatToUser(user, "t1") end
elseif tIsPillar and not (isPillar ) --or isCeil
then allowDestroy = true
-- if user:CanAdmin() then rust.SendChatToUser(user, "t2") end
elseif tIsPillar and isPillar and not (pos.z == tpos.z and pos.x == tpos.x)
then allowDestroy = true
-- if user:CanAdmin() then rust.SendChatToUser(user, "t3") end

elseif tIsCeil and isPillar then --does conflict pillars got another basement ?
allowDestroy = isManyBasements(connected,"Ceiling",tpos.y , pos)
-- if user:CanAdmin() then rust.SendChatToUser(user, "t4") end
elseif tIsFound and isPillar then
allowDestroy = isManyBasements(connected,"Foundation",tpos.y , pos)
-- if user:CanAdmin() then rust.SendChatToUser(user, "t5") end
end
if not allowDestroy then return end

elseif pos.y == tpos.y and not tIsCeil and --same h check only 4 target=Pillar, + not for collided pillar
( tIsPillar and not string.find(v.name, "Pillar",1 ,true) ) then
-- if user:CanAdmin() then rust.SendChatToUser( user, "-here: [" .. v.name .. "] r1="..tostring(tIsPillar and isCeil).."-"..tostring(self:radFromCoordinates(tpos,pos)) ) end
if tIsPillar and isCeil and not self:isPointInBl(tpos, pos, rad, radc) then --plr not in corner?
allowDestroy = true
elseif tIsPillar and v:IsWallType() then --lets deal with pillar in center. check i
local aWorldWall = self:round(v:GetComponent("Transform").eulerAngles .y)
if aWorldWall >= 180 then aWorldWall = aWorldWall - 180 end
if aWorldWall >= 90 then aWorldWall = aWorldWall - 90 else aWorldWall = aWorldWall + 90 end

local aPlrWall =self:round(math.deg( math.atan2( pos.x - tpos.x,pos.z - tpos.z)))
if aPlrWall < 0 then aPlrWall = aPlrWall + 180 end
allowDestroy = aWorldWall > aPlrWall + 1 or aWorldWall < aPlrWall - 1
if user:CanAdmin() then print("ownrem [info]: ".. v.name.."/"..tname ..":"..aPlrWall.."="..aWorldWall) end
end

if not allowDestroy then return end
end
end
end
end
end
if not self.nextHitNotes[creatorID .. item.name] then
self.nextHitNotes[creatorID .. item.name] = true
timer.Once(3, function() self.nextHitNotes[creatorID .. item.name] = nil end)
if self.econ and self.econIntegration and self.econ.ownremoveFee then
rust.Notice(user, "Hit one more time to remove this [" .. item.name .. "] (for "..self.econ:moneyStr(self.econ.ownremoveFee). .")" )
else rust.Notice(user, "Hit one more time to remove this [" .. item.name .. "]") end
return
-- else self.nextHitNotes[creatorID .. item.name] = nil
end
if self.econ and self.econIntegration and self.econ.ownremoveFee then -- and not user:CanAdmin()
if self.econ:getMoney(user) < self.econ.ownremoveFee then
rust.Notice(user, "You need ".. self.econ:moneyStr(self.econ.ownremoveFee) .." to remove this") return end
self.econ:takeMoneyFrom(user, self.econ.ownremoveFee)
end

if not self.giveResources and self.giveNewItem then
rust.GetInventory( user ):AddItemAmount( rust.GetDatablockByName(item.name), 1)
elseif self.giveResources then
rust.GetInventory( user ):AddItemAmount( rust.GetDatablockByName(item.give), item.giveAmount)
end
-- takedamage:SetGodMode(false)
damage.amount = takedamage.health damage.status = LifeStatus.WasKilled
if item.needRemove then timer.NextFrame( function() RemoveGObject(takedamage.gameObject) end)end
return damage
end
end
end
end
end
function PLUGIN:isPointIn2DRadius(pos, point, rad)
return self:radFromCoordinates({x=pos.x,y=1,z=pos.z},{x=p oint.x,y=1,z=point.z}) < rad
end
function PLUGIN:isPointInBl(pos, point, rad1, rad2) --sq.R1 / sq.R2 = r2(---r1(-------*
return self:isPointIn2DRadius(pos,point, rad2) and not self:isPointIn2DRadius(pos,point, rad1)
end


function PLUGIN:readFileToMap(filename, map)
local file = util.GetDatafile(filename)
local txt = file:GetText()
if (txt ~= "") then
print( filename.." loaded: " .. txt )
return file, json.decode( txt )
else
print( filename.." not loaded: " .. txt )
return file, {}
end
end

function PLUGIN:SaveMapToFile(table, file)
file:SetText( json.encode( table ) ) file:Save() end
function PLUGIN:initCfgParam(paramname, defaultVal)
if (self.Cfg[paramname] ~= nil)
then self[paramname] = self.Cfg[paramname]
else self.Cfg[paramname] = defaultVal self[paramname] = defaultVal end end

function PLUGIN:round(val, decimal)
if (decimal) then return math.floor( (val * 10^decimal) + 0.5) / (10^decimal)
else return math.floor(val+0.5) end end
function PLUGIN:radFromCoordinates(p1, p2)
return math.sqrt(math.pow(p1.x - p2.x,2) + math.pow(p1.y - p2.y,2) + math.pow(p1.z - p2.z,2)) end
Asozial! is offline  
Old 07/13/2014, 20:00   #8
 
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Habe das selbe Problem..
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Old 07/15/2014, 16:08   #9
 
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Habe es glaube ich gelöst. Es lag am decay. Das heißt das die Häuser nach 1/2 Tagen breits anfingen sich abzubauen da die Inhaber in der zeit nicht online waren. Den decay kann mat mit Pluigns aber auf 2 wochen setzen was ich nun getahn habe und was auch fukntioniert bis jetzt.
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