Antiglitch

Virobeast

Member
Member
Sep 9, 2014
31
6
8
Hi Guys,

My First post here and we are currently working on developing a stable fougerite server that can outperform our oxide code.

The main thing we wish to see built into fougerite is really most of the code written by reneb from the oxide forums but specifically we would love to see his antiglitch plugin ported.

http://forum.rustoxide.com/resources/r-antiglitch.627/

1) Anti Pillar-Barricade
Prevents players from using Pillar-Barricade (some servers consider it as a glitch, others dont. Personnally i didn't concider it as a glitch as it would mean banning 50% of my players ... but i'll use this now)

2) Anti Sleeping Bag under Foundation
Prevents players from placing a foundation if a sleeping bag was placed

3) Anti Box/Stash under Foundation
Prevents players from placing a foundation if they placed boxes or small stashes.

4) Anti Pillar-Stash
Prevents players from placing a pillar if they placed a small stash under it.

5) Anti Ramp Stacks
Prevent players from stacking ramps (you can choose how many they can)
(this one may cause lag on very big buildings and needs r-remover to work, if you have huge buildings or are too scared of lags, i recommend using: http://forum.rustoxide.com/resources/anti-ramp-stack.610/ )

6) Anti Bear-Wolf Glitch
it will automatically delete bears and wolfs corpses if someone shoot on them.
this will prevent players from hiding inside bears/wolfs and be unkillable.
 

Snake

Moderator
Moderator
Jul 13, 2014
288
174
28
2, 3 and 5 are actually fixed in some modules and plugins.

The 6th one is not a glitch, as you can kill the player by shooting from the top or just delete the corpse.
 

Virobeast

Member
Member
Sep 9, 2014
31
6
8
#1 is the main one really that interests us on this one, it is an amazing addition to any server really.
 

DreTaX

Probably knows the answer...
Administrator
Jun 29, 2014
4,093
4,784
113
At your house.
github.com
Hi Guys,

My First post here and we are currently working on developing a stable fougerite server that can outperform our oxide code.

The main thing we wish to see built into fougerite is really most of the code written by reneb from the oxide forums but specifically we would love to see his antiglitch plugin ported.

http://forum.rustoxide.com/resources/r-antiglitch.627/

1) Anti Pillar-Barricade
Prevents players from using Pillar-Barricade (some servers consider it as a glitch, others dont. Personnally i didn't concider it as a glitch as it would mean banning 50% of my players ... but i'll use this now)

2) Anti Sleeping Bag under Foundation
Prevents players from placing a foundation if a sleeping bag was placed

3) Anti Box/Stash under Foundation
Prevents players from placing a foundation if they placed boxes or small stashes.

4) Anti Pillar-Stash
Prevents players from placing a pillar if they placed a small stash under it.

5) Anti Ramp Stacks
Prevent players from stacking ramps (you can choose how many they can)
(this one may cause lag on very big buildings and needs r-remover to work, if you have huge buildings or are too scared of lags, i recommend using: http://forum.rustoxide.com/resources/anti-ramp-stack.610/ )

6) Anti Bear-Wolf Glitch
it will automatically delete bears and wolfs corpses if someone shoot on them.
this will prevent players from hiding inside bears/wolfs and be unkillable.
The 2 and 3 and 5 can be avoided via glitchfix.
 

balu92

Retired Staff
Retired Staff
Trusted Member
Jul 11, 2014
338
75
28
34
1) Anti Pillar-Barricade
Prevents players from using Pillar-Barricade (some servers consider it as a glitch, others dont. Personnally i didn't concider it as a glitch as it would mean banning 50% of my players ... but i'll use this now)
Is that actually working on oxide?
 

balu92

Retired Staff
Retired Staff
Trusted Member
Jul 11, 2014
338
75
28
34
Magma (AntiPB.js, I didn't tested this one):
JavaScript:
function On_EntityDeployed(Player, Entity) {
    if(Entity.Name == "WoodPillar" || Entity.Name == "MetalPillar") {
        var v3 = UnityEngine.Vector3.zero;
        v3.x = Entity.X;
        v3.y = Entity.Y;
        v3.z = Entity.Z;
        var cols = UnityEngine.Physics.OverlapSphere(v3, 2, UnityEngine.Physics.AllLayers);

        for (var col in cols) {
            if(col.gameObject.name == "Barricade_Fence_Deployable(Clone)") {
                Player.Notice("!!", "Can't place that there", 2);
                Entity.Destroy();
                item = (Entity.Name == "WoodPillar" ? "Wood Pillar" : "Metal Pillar");
                Player.Inventory.AddItem(item);
            }
        }
    }
}
IPModule (AntiPB.py):
Python:
import clr
import sys
clr.AddReferenceByPartialName("UnityEngine")
clr.AddReferenceByPartialName("Fougerite")
import UnityEngine
import Fougerite
from UnityEngine import *


class AntiPB:
    def On_EntityDeployed(self, Player, Entity):
        if(Entity.Name == "WoodPillar" or Entity.Name == "MetalPillar"):
            cols = Physics.OverlapSphere(Vector3(Entity.X, Entity.Y, Entity.Z), 2, Physics.AllLayers)
            for col in cols:
                if(col.gameObject.name == "Barricade_Fence_Deployable(Clone)"):
                    Player.Notice("!!", "Can't place that there", 2)
                    Entity.Destroy()
                    item = ("Wood Pillar" if Entity.Name == "WoodPillar" else "Metal Pillar")
                    Player.Inventory.AddItem(item)
 

Virobeast

Member
Member
Sep 9, 2014
31
6
8
This one seems not to be in it, as it allows me to still place.

It is the issue where you can place a barricade on a pillar.