The plugin lacks some modes of transport. I would like this plugin to support all transport from the Vehicle License plugin.
Update please
You can try using this: https://raw.githubusercontent.com/ViolationHandler-exe/Free-Driving-Vehicles/main/FreeDrivingVehicles.cs
I believe I added every vehicle, let me know if theres any issues, I know it compiles, just wanna make sure it does what it needs to though.
@ViolationHandler If you are looking to update this plugin, here are some things it needs.
- Account for admin car presets (e.g., car_2mod_01, car_2mod_02, etc. -- There are dozens of these). This can be done by auto discovering all prefabs that have the ModularCar type, and caching their respective prefab IDs (for max performance, as the plugin already does). An example function to discover the prefabs is here.
- Account for players parented to vehicles. This is applicable to hot air balloons, modular car flatbeds, scrap transport helicopters, and train engines. The reason the plugin only has a config option for hot air balloons, instead of permissions, is that the plugin has not yet implemented any logic for checking the permissions of child players. To implement, simply loop
vehicle.children, check if BasePlayer, then check permission. For the modular car flatbed case (if even important), you'll have to loop the children of the car modules (e.g.,car.AttachedModuleEntities). - Account for players on attached train cars. In vanilla, the train engines stay on if there's a player anywhere on the train (on any train car), but using this plugin, the free driving is only applied if there's a driver with permission. To implement, you can loop
trainCar.completeTrain.trainCars, check for player children with permission on each one.
Also, I noticed in your version that you included the chinook, but that vehicle doesn't use fuel.
WhiteThunder
@ViolationHandler If you are looking to update this plugin, here are some things it needs.
- Account for admin car presets (e.g., car_2mod_01, car_2mod_02, etc. -- There are dozens of these). This can be done by auto discovering all prefabs that have the ModularCar type, and caching their respective prefab IDs (for max performance, as the plugin already does). An example function to discover the prefabs is here.
- Account for players parented to vehicles. This is applicable to hot air balloons, modular car flatbeds, scrap transport helicopters, and train engines. The reason the plugin only has a config option for hot air balloons, instead of permissions, is that the plugin has not yet implemented any logic for checking the permissions of child players. To implement, simply loop
vehicle.children, check if BasePlayer, then check permission. For the modular car flatbed case (if even important), you'll have to loop the children of the car modules (e.g.,car.AttachedModuleEntities).- Account for players on attached train cars. In vanilla, the train engines stay on if there's a player anywhere on the train (on any train car), but using this plugin, the free driving is only applied if there's a driver with permission. To implement, you can loop
trainCar.completeTrain.trainCars, check for player children with permission on each one.Also, I noticed in your version that you included the chinook, but that vehicle doesn't use fuel.
Damn lol, alright I'll mess around with it once I get my shit done for VehicleLicence/when I have the time. Also, good point with the chinook lol, honestly wasn't sure, never really drive those things.
Thanks for the advice/tips <3 As always, appreciate your support/brain power :)
ViolationHandler
You can try using this: https://raw.githubusercontent.com/ViolationHandler-exe/Free-Driving-Vehicles/main/FreeDrivingVehicles.cs
I believe I added every vehicle, let me know if theres any issues, I know it compiles, just wanna make sure it does what it needs to though.
Cool. Everything works except the balloon.
Soller
Cool. Everything works except the balloon.
Glad to hear! Though by balloon do you mean the regular hot air balloon (HAB), or specifically the armored variant? I believe there is specific issues regarding the HAB explain in the description of this plugin, I didn't actually modify any code for the most part, just added the prefabs to the list of allowed vehicles.
In the future I think I may add functionality to the plugin, along the lines of the things WhiteThunder suggested/mentioned.
ViolationHandler
Glad to hear! Though by balloon do you mean the regular hot air balloon (HAB), or specifically the armored variant? I believe there is specific issues regarding the HAB explain in the description of this plugin, I didn't actually modify any code for the most part, just added the prefabs to the list of allowed vehicles.
In the future I think I may add functionality to the plugin, along the lines of the things WhiteThunder suggested/mentioned.
I checked on both types of balloon, on a simple and armored one does not work either.
Merged post
If it is added then good. But this is not the most important parameter. Few people know how to control a balloon.)