Sorry if I missed a key point but I'm building out the source: https://github.com/theumod/uMod.Rust then adding those built libs as references and can't seem to access anything from the docs (CovalencePlugin, etc) even though I'm referencing all the compiled libraries (I don't actually know if I need the same plugin structure):
I seem to have access to "Oxide.References" but from there I don't know what I'm supposed to inherate from 'Following the same structure of the old docs' I'm assuming that I can just use `umod.rust.xxx` to access what I need but how do I follow the init structure of this new source? If anyone has any docs or can point me in the right direction (I have a funny feeling I should be using the "Universal" source to access what I need") or can tell me how I'm supposed to create a "Basic" plugin with the compiled source I would appreaciate it! Anything helps!
Creating a plugin with uMod 3.0?Not An Issue
The uMod builds are not released nor supported yet. I'd recommend using the available Oxide builds, which you also do not need to download nor compile the source for.
To develop a plugin for Oxide, I'd recommend setting up a test server and a Visual Studio project with the reference to the Oxide DLLs (and any other from the game that you may be utilizing) under the RustDedicated_Data/Managed directory in that test server, then simply developing what you need in that project which the server will reload on change.
To develop a plugin for Oxide, I'd recommend setting up a test server and a Visual Studio project with the reference to the Oxide DLLs (and any other from the game that you may be utilizing) under the RustDedicated_Data/Managed directory in that test server, then simply developing what you need in that project which the server will reload on change.
Wow, insanely fast response Wulf thank you so much, if I wanted to be stupid and use them (I will prob end up using the compiled binaries as you suggest) could I still use this to any capacity for future proofing my plugins? Or is it too far out for a release?
I see with umod.rust.xxx I have access to a ton of stuff that I would love to access like 'rust player' etc.
_Love the API btw, you guys should be proud_
I see with umod.rust.xxx I have access to a ton of stuff that I would love to access like 'rust player' etc.
_Love the API btw, you guys should be proud_
In response to code ():Wow, insanely fast response Wulf thank you so much, if I wanted to be stupid and use them (I will pr...
You can compare to see what is removed in the uMod source vs. Oxide, but there isn't a lot you can do at the moment to ensure "future proofing" as there are a lot of changes, cleanup, and renames with the move from Oxide to uMod. There will be some basic handling for the namespace changes in uMod, but any removed methods or hook changes won't be able to be handled generally. Even the universal API is being rebranded from its codename "Covalence" to "Universal", but generally that'd be the safest route to take.
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