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此插件被以下两个插件使用!
复制:
语法-选项
语法-选项
语法-选项
/ undo-删除您上一次粘贴的内容/副本列表-结构列表(从氧化物/数据/复制粘贴文件夹中)
服务器权限
开发人员API
如果失败则返回字符串,如果成功则返回true
复制完成后调用 OnCopyFinished(List<object> rawData)
粘贴完成后调用 OnPasteFinished(List<BaseEntity> pastedEntities)
例如:
此插件被以下两个插件使用!
- Raidable Bases(突袭基地:https://rustbbs.net/resources/161/)
- Rust Kits(礼包:https://rustbbs.net/resources/155/)
复制:
代码:
/copy NAME options values - Copy a building
Example: /copy home radius 3 method building
Short example: /copy home r 3 m building
- each true/false - 默认值:true -从每个实体检查半径
- method building/proximity - 默认值:接近度 -选择用于复制建筑物的力学类型- Building :仅复制当前建筑物。 Proximity :复制靠近建筑物的所有街区。(在某些情况下,Building可能会缺少一些可部署的对象,因此在这些情况下也可以使用接近性)
- radius XX - 默认:3 -设置半径搜索实体围绕每一个建筑构件及deployables
- share true/false - 默认值:true -设置复制数据CodeLocks,BuildingPrivileges,睡袋
- tree true/false - 默认值:false -设置复制树和资源
代码:
/paste NAME options values - Paste a building
Example: /paste home auth true stability false
Short example: /paste home a true s false
- auth true/false - 默认值:true -在所有的橱柜授权播放器
- blockcollision XX - 默认:0 -在XX半径检查是否存在是有可能与新的建筑,如果有冲突,块构建。0是禁用检测。
- deployables true/false - 默认值:true -设置粘贴deployables
- **height XX **- *default: 0 * -调整粘贴高度
- autoheight true/false - 默认值:true -阉或不试图找到最好的建筑高度
- inventories true/false - 默认值:true -设置粘贴库存
- stability true/false - 默认值:true -设置为false忽略稳定系统
- vending true/false - 默认值:true -设置粘贴sellings,名称和广播的自动贩卖机
- entityowner true/false - 默认值:true -建筑的复制实体的所有权。
代码:
/pasteback NAME options values - Paste on old place a building where it was when it was saved
Example: /pasteback home auth true stability false
Short example: /pasteback home a true s false
- auth true/false - 默认值:false -在所有的橱柜授权播放器
- deployables true/false - 默认值:true -设置粘贴deployables
- **inventories true/false **- default: true -设置粘贴库存量
- height XX - default: 0 -调整高度pasteback
- stability true/false - 默认值:true -设置为false忽略稳定系统
- vending true/false - 默认值:false -设置粘贴sellings,名称和广播的自动贩卖机
/ undo-删除您上一次粘贴的内容/副本列表-结构列表(从氧化物/数据/复制粘贴文件夹中)
服务器权限
- copypaste.copy
- copypaste.list
- copypaste.paste
- copypaste.pasteback
- copypaste.undo
代码:
{
"Amount of entities to paste per batch. Use to tweak performance impact of pasting": 15,
"Amount of entities to copy per batch. Use to tweak performance impact of copying": 100,
"Amount of entities to undo per batch. Use to tweak performance impact of undoing": 15,
"Enable data saving feature": true,
"Copy Options": {
"Check radius from each entity (true/false)": true,
"Share (true/false)": true,
"Tree (true/false)": false
},
"Paste Options": {
"Auth (true/false)": true,
"Deployables (true/false)": true,
"Inventories (true/false)": true,
"Vending Machines (true/false)": true,
"Stability (true/false)": true
}
}
代码:
object TryCopyFromSteamID(ulong userID, string filename, string[] args)
object TryPasteFromSteamID(ulong userID, string filename, string[] args)
object TryPasteFromVector3(Vector3 pos, float rotationCorrection, string filename, string[] args)
复制完成后调用 OnCopyFinished(List<object> rawData)
粘贴完成后调用 OnPasteFinished(List<BaseEntity> pastedEntities)
例如:
代码:
bool BuyBuilding(BasePlayer player, string buildingName)
{
var options = new List<string>{ "blockcollision", "true" };
var success = CopyPaste.Call("TryPasteFromSteamID", player.userID, buildingName, options.ToArray());
if(success is string)
{
SendReply(player, "Can't place the building here");
return false;
}
SendReply(player, "You've successfully bought this building");
return true;
}