Recent content by VisEntities

  1. VisEntities

    Suggestion Enable Patrol Helicopter To Target SAM Sites

    Yes, I wanted to include it in the last update, but I was waiting to confirm which plugin was used, and the reply came a bit too late 😄 so it'll be in the next one instead
  2. VisEntities

    Bug Tree House Platform Has Overlapping Roofs

    Was that a custom map?
  3. VisEntities

    Bring Back Wild Horses Without Saddles

    Should be possible using a claiming mechanic that swaps the wild horse with a rideable one
  4. VisEntities

    Solved Ownership Based on Grenade Thrower

    Not in CopyPaste, it goes in the Portable Fort config, under Paste Options for each grenade "Fort Grenades": [ { "Grenade Skin Id": 1163186435, "Grenade Display Name": "Port-A-Fort", "Fuse Length Seconds": 10.0, "Paste Files": [ "StarterBase"...
  5. VisEntities

    Solved Ownership Based on Grenade Thrower

    CopyPaste handles that. Just add entityowner to the paste options in the config
  6. VisEntities

    Solved Ownership Based on Grenade Thrower

    Do you mean setting the grenade thrower as the owner of the base and automatically authorizing them on the cupboard? Also please stick to English if possible 😄
  7. VisEntities

    Save Countdown - 1.1.0

    Added full UI-customisation settings (text, colours, font sizes, anchors, offsets) to the config. Small visual adjustments.
  8. VisEntities

    Safe Respawn - 1.5.0

    Added support for Better No Escape so spawn protection now ends automatically when the player becomes combat- or raid-blocked.
  9. VisEntities

    Suggestion Change Pasted Base Height?

    Yeah it's tricky, ideally CopyPaste should handle terrain correctly so other plugins don't have to guess, but that's not the case which leads to unexpected results. What I can do is add a config option for each paste file to set the base height individually, so if a base needs a different height...
  10. VisEntities

    Solved Display Remaining Immunity Time With Small HUD

    Done, if you want to adjust the position or colors, you can do that in the config under the new UI settings
  11. VisEntities

    Safe Respawn - 1.4.0

    Added UI that shows remaining spawn-protection time, appearance and position can be tweaked in the new UI section of the config.
  12. VisEntities

    Suggestion Change Pasted Base Height?

    There's no direct setting to control it, right now it's currently based on how the base was copied when you created it, and the plugin also factors in the terrain then adds around 2 extra height units on top
  13. VisEntities

    Bug Tree House Platform Has Overlapping Roofs

    It's not about overlapping, the issue is that he's getting double or even triple the starting platform floors, like the tree is being claimed multiple times at once or something weird like that... Seems like something mysterious is happening on his setup 🧐
  14. VisEntities

    Kill Awards - 1.3.0

    Added optional XP rewards for kill milestones.
  15. VisEntities

    Instant Crops - 1.1.2

    Fixed plants spawning unripe with no yield.
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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