all players can see the locations of admin and players in the Rust+ app!!!
Showing locations to all players in Rust+ appSolved
What do you mean?
Does it show location of all players in Rust app when using this plugin?
Did you try without this plugin?
Also, what settings and permissions do you use?
Does it show location of all players in Rust app when using this plugin?
Did you try without this plugin?
Also, what settings and permissions do you use?
"Does it show location of all players in Rust app when using this plugin", yes
i load the plugin in oxide, i give myself permissions mapmyplayers.admin
i was in discord, I hear in discord the surprise that they could see all players at once, in the rust+ app.
every sleeper is a red vending machine,
i pulled the plugin and they stopped seeing it.
Do you have show to all enabled in config file?
Merged post
Seems there are no good way to prevent map markers showing in rust app with the current support
Merged post
Seems there are no good way to prevent map markers showing in rust app with the current support
Have you tried exploring the game source for how the rust+ map markers are determined? There's probably some trick we can do.
I left everything as it was
{
"Chat Settings": {
"Prefix": "[MMP] :",
"PrefixColor": "#008000",
"SteamIDIcon": "76561############"
},
"Markers": {
"radius size (0.2 by default)": "0.2"
},
"Markers Label": {
"Show player steam ID": "false"
},
"Refresh Rate": {
"Value in seconds": "20"
}
}
{
"Chat Settings": {
"Prefix": "[MMP] :",
"PrefixColor": "#008000",
"SteamIDIcon": "76561############"
},
"Markers": {
"radius size (0.2 by default)": "0.2"
},
"Markers Label": {
"Show player steam ID": "false"
},
"Refresh Rate": {
"Value in seconds": "20"
}
}
Removing the map markers from the server map marker list right after calling Spawn() on them works. I tested it with the vending markers.
Just be sure to rename the variable called
From looking around the game code, this shouldn't cause any issues as it's only used by the companion app (at the moment).
foreach (var Vend in PublicVendMarker)
{
Vend.Spawn();
MapMarker.serverMapMarkers.Remove(Vend);
if (debug){Puts($"-> SPAWN ALL VEND MARKER");}
}
foreach (var Rad in PublicRadMarker)
{
Rad.Spawn();
MapMarker.serverMapMarkers.Remove(Rad);
Rad.SendUpdate();
if (debug){Puts($"-> SPAWN ALL RAD MARKER");}
} Just be sure to rename the variable called
MapMarker in that method to something else such as mapMarker since it prevents access to the static.From looking around the game code, this shouldn't cause any issues as it's only used by the companion app (at the moment).
Thanks, I will try that.WhiteThunder
Removing the map markers from the server map marker list right after calling Spawn() on them works. I tested it with the vending markers.foreach (var Vend in PublicVendMarker) { Vend.Spawn(); MapMarker.serverMapMarkers.Remove(Vend); if (debug){Puts($"-> SPAWN ALL VEND MARKER");} } foreach (var Rad in PublicRadMarker) { Rad.Spawn(); MapMarker.serverMapMarkers.Remove(Rad); Rad.SendUpdate(); if (debug){Puts($"-> SPAWN ALL RAD MARKER");} }
Just be sure to rename the variable calledMapMarkerin that method to something else such asmapMarkersince it prevents access to the static.
From looking around the game code, this shouldn't cause any issues as it's only used by the companion app (at the moment).
Merged post
This issue is hopefully fixed in the latest update. Let me know if it works correctly now.
Also, thanks WhiteThunder for the help!
as far as I can see now it has been fixed
This just started up on my server today, had to unload. My server updated this morning
Merged post
Nevermind, I still had 1.1.0 installed. Updated.
Merged post
Nevermind, I still had 1.1.0 installed. Updated.
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