Recent content by Snake

  1. Snake

    Approved Rank++

    I can't find the original source code in my computer. Been looking on some old hard drives but had no luck.
  2. Snake

    I was downloading.....

    Does this mean that everything will change/break again, as Garry did some months/years ago with the last update to legacy ?
  3. Snake

    Fougerite Official

    I adjusted FAC because you guys said. At first it was simple. 2 times in a row running more than maximum, you get banned. Everyone saying "this bans everyone, bla bla bla" because players have 500 ms, which is a real shit no matter what game you play (unless it's chess, domino, or whatever). I...
  4. Snake

    Fougerite Official

    Maybe we can detect that and fix it but I think this is getting to an end. As @MasterPeace said, the fun in rust legacy is now on events and not anymore in survival, as it is fucked up by hackers. And events are full of hackers by what I've seen those days, so... I don't know :C
  5. Snake

    Fougerite Official

    If you don't want to get crashes by FAC, disable anti dizzy. It's the only anti-hack that uses some methods directly from Unity and there seems to be something wrong with that, that's why it crashes.
  6. Snake

    Approved Restriction Zones

    Does the plugin get loaded ?
  7. Snake

    Approved HungerGames

    OPPPPPPPPPPPPPPPPP
  8. Snake

    Approved SleeperLog

    On my way
  9. Snake

    Approved Rank++

    Yup, I'll have to re-check all my plugins, as of the new version some of them stopped working.
  10. Snake

    Solved hurtevent.entity.destroy > metal window bar (solved)

    And now that I think that again, you can also : (entity.Object as DeployableObject).handleDeathhere = true; entity.Destroy();
  11. Snake

    Solved hurtevent.entity.destroy > metal window bar (solved)

    It does. Mainly it calls OnKilled, which is : If it fails, it calls directly Netcull.Destroy()
  12. Snake

    Solved hurtevent.entity.destroy > metal window bar (solved)

    I didn't ment to explain why it doesn't, I just said a way to do it. And it will probably not work because handleDeathHere property is false. You can test that accesing (entity.Object as DeployableObject).handleDeathHere.
  13. Snake

    Solved hurtevent.entity.destroy > metal window bar (solved)

    No, but this post is about metal window bars. Note that DeployableObject and StructureComponent handle destroy in a different way, and as you said before, Metal Window Bars are DeployableObject.
  14. Snake

    Solved hurtevent.entity.destroy > metal window bar (solved)

    That being said, if it fails somewhere it calls Netcull.Destroy() directly, as it is in a try-catch.
  15. Snake

    Solved hurtevent.entity.destroy > metal window bar (solved)

    That calls destroy for all clients and should work fine. I recommend you taking a look at the code with dotPeek. What do you think that Entity.Destoy() uses ? Entity.Destroy() checks if the object has a death effect. If so, it sends an RPC to all clients calling this effect and then calls...