Opacity of domes

Can we still choice the opacity af a dome ?

I can find the how with the new version.
Thx

me either, it seems like it just makes a clear dome with color around the bottom now :(
the stacking need detail, i see its must be possible as raidbases do it with color and the opacity being dark enough to see

Merged post

here is a fix, probably a better way but this makes the colored ring, plus adds the stock dome on top, with levels of opacity like before.

add this around line 178, you will see its just like the section above it, but adds the default dome after the colored domes are added

            //add stock grey dome too
            for (int i = 0; i < zone.Stack; i++)
            {
                SphereEntity sphereEntity = GameManager.server.CreateEntity(SHADED_SPHERE, zone.Position) as SphereEntity;
                sphereEntity.currentRadius = zone.Radius * 2f;
                sphereEntity.lerpSpeed = 0f;
                sphereEntity.enableSaving = false;
                sphereEntity.Spawn();
                sphereEntities.Add(sphereEntity);
            }
​
phatblinkie

me either, it seems like it just makes a clear dome with color around the bottom now :(
the stacking need detail, i see its must be possible as raidbases do it with color and the opacity being dark enough to see

Merged post

here is a fix, probably a better way but this makes the colored ring, plus adds the stock dome on top, with levels of opacity like before.

add this around line 178, you will see its just like the section above it, but adds the default dome after the colored domes are added

            //add stock grey dome too
            for (int i = 0; i < zone.Stack; i++)
            {
                SphereEntity sphereEntity = GameManager.server.CreateEntity(SHADED_SPHERE, zone.Position) as SphereEntity;
                sphereEntity.currentRadius = zone.Radius * 2f;
                sphereEntity.lerpSpeed = 0f;
                sphereEntity.enableSaving = false;
                sphereEntity.Spawn();
                sphereEntities.Add(sphereEntity);
            }
​

I appreciate you posting the edit phatblinkie. I am not the least bit experienced with the innards of plugins but thought this edit was pretty straightforward. However, I got this result:

Error while compiling ZoneDomes: Invalid token 'for' in class, record, struct, or interface member declaration | Line: 180, Pos: 13

and have no idea what to do from here. Hopefully you get a chance to see this.

hmm, maybe i missed a line or something, here is a link to my fixed version I use right now with the fix

https://drive.google.com/file/d/1ctzQdmnyfXo_ivn93iwf4d6ACxw64bA_/view?usp=sharing

Merged post

maybe an error, but doing a file diff on the latest download, vs my fix, results in the following,

[amp@localhost oxide]$ diff ZoneDomes.cs plugins/ZoneDomes.cs
177a178,191
>
>
>             //add stock gray dome too, sheesh
>             for (int i = 0; i < zone.Stack; i++)
>             {
>                 SphereEntity sphereEntity = GameManager.server.CreateEntity(SHADED_SPHERE, zone.Position) as SphereEntity;
>                 sphereEntity.currentRadius = zone.Radius * 2f;
>                 sphereEntity.lerpSpeed = 0f;
>
>                 sphereEntity.enableSaving = false;
>                 sphereEntity.Spawn();
>                 sphereEntities.Add(sphereEntity);
>             }
>           //end
506c520
< }
\ No newline at end of file
---
> }
​
phatblinkie

hmm, maybe i missed a line or something, here is a link to my fixed version I use right now with the fix

https://drive.google.com/file/d/1ctzQdmnyfXo_ivn93iwf4d6ACxw64bA_/view?usp=sharing

I have not been using the plugin for a while but trying to use your edited version after the October force wipe results in this for me:

Error while compiling ZoneDomes: The type 'System.Collections.Generic.List' cannot be used as type parameter 'T' in the generic type or method 'Pool.Free(ref T)'. There is no implicit reference conversion from 'System.Collections.Generic.List' to 'Facepunch.Pool.IPooled'. | Line: 147, Pos: 18

Probably because of such major changes in Rust itself. It would be excellent if you have a chance to check the plugin again. Cheers

yeah sorry, updated, try again

Papster

I have not been using the plugin for a while but trying to use your edited version after the October force wipe results in this for me:

Error while compiling ZoneDomes: The type 'System.Collections.Generic.List' cannot be used as type parameter 'T' in the generic type or method 'Pool.Free(ref T)'. There is no implicit reference conversion from 'System.Collections.Generic.List' to 'Facepunch.Pool.IPooled'. | Line: 147, Pos: 18

Probably because of such major changes in Rust itself. It would be excellent if you have a chance to check the plugin again. Cheers

Unfortunately, when I loaded the edited plugin I got:

Error while compiling ZoneDomes: Top-level statements must precede namespace and type declarations. | Line: 522, Pos: 1

I was curious, but also do not know for certain if this applies to a plugin the same as a json, so ran it through a validator and got:

mapping values are not allowed here
in "<unicode string>", line 18, column 21:
class ZoneDomes : RustPlugin
^

I appreciate your patience. I never got a flag for new private mail so never looked until now. Compiled just fine so TY very much