Wasn't there a plugin that did this at one time?
Junkyard Crane (drive anywhere)
Not sure, but one way this can probably be accomplished is by setting the maxDistanceFromOrigin property to a large number (e.g., float.MaxValue). Here's an example that you could drop into a plugin, which would apply to any magnet crane that spawns after the plugin loads.
void OnEntitySpawned(MagnetCrane magnetCrane)
{
magnetCrane.maxDistanceFromOrigin = float.MaxValue;
} Not really a scripter. I can just open any plugin and create a space between some lines and drop it in?
Yeah, pretty much, but here's a full version. Save as DriveMagnetCranesAnywhere.cs.
namespace Oxide.Plugins
{
[Info("Drive Magnet Cranes Anywhere", "WhiteThunder", "1.0.0")]
[Description("Allows Magnet Cranes to be driven anywhere.")]
public class DriveMagnetCranesAnywhere : CovalencePlugin
{
private void OnServerInitialized()
{
foreach (var entity in BaseNetworkable.serverEntities)
{
var magnetCrane = entity as MagnetCrane;
if (magnetCrane != null)
{
OnEntitySpawned(magnetCrane);
}
}
}
private void OnEntitySpawned(MagnetCrane magnetCrane)
{
magnetCrane.maxDistanceFromOrigin = float.MaxValue;
}
}
}
correct, the .cs file.. but i'm curious if that plugin you choose already has
OnEntitySpawneddoes it matter? It can matter, particularly if the existing OnEntitySpawned hook uses a broad type such as BaseEntity or BaseVehicle which encompasses MagnetCrane, then you might see an issue.
Any way you can whip up a quick copy/paste code to make the crane able to pick up anything metal, like minicopters, barrels, etc?
dravenmeexAny way you can whip up a quick copy/paste code to make the crane able to pick up anything metal, like minicopters, barrels, etc?
There are some old threads about it when the magnet crane came out.
https://umod.org/community/rust/33846-how-to-make-more-items-magneticshredable-hdrp
Basically the entity needs a MagnetLiftable component, and needs to be on select collision layers. Not sure how well things like barrels will work since they aren't designed to be moved around (they don't have a physics rigid body).
WhiteThunder
There are some old threads about it when the magnet crane came out.
https://umod.org/community/rust/33846-how-to-make-more-items-magneticshredable-hdrp
Basically the entity needs a
MagnetLiftablecomponent, and needs to be on select collision layers. Not sure how well things like barrels will work since they aren't designed to be moved around (they don't have a physics rigid body).
That would be great... if I were a coder. lol
Guess I'll just wait until someone makes a plugin for it.