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Bank Heist 1.5.20

$10.00
   (11 reviews)

1 Screenshot

Recommended Comments



Shane156

Posted

I liked the old UI, this is so painful to setup, I've been here like an hour trying to work out how to add guards 😞 going back to the old version for now 

  • Like 1
Shane156

Posted

After working with FoxMods today, I prefer this new version. It's just the learning curve, once you get past that then there's a lot more flexibility 

DutchPrelude

Posted

how to change the skin of the door? 
as there is no profile I cant find where to change it

FoxMods

Posted

5 hours ago, DutchPrelude said:

how to change the skin of the door? 
as there is no profile I cant find where to change it

You can setup door profiles using the command provided.
/bhm <guard|loot|door> profile <bank-name> <profile-name>, setup profile for a door or loot to use

DutchPrelude

Posted

i did but the file has no info in it for me to use. 
can you send an example of a custom door profile? so I can edit it and upload it 

FoxMods

Posted

50 minutes ago, DutchPrelude said:

i did but the file has no info in it for me to use. 
can you send an example of a custom door profile? so I can edit it and upload it 

{
  "ProfileEntries": {
    "garage doors": {
      "Health": 2000.0,
      "SkinId": 1415079530
    }
  }
}
{
  "BankEntries": [
    {
      "bank display name": "Test Bank",
      "parent monument name": null,
      "time between resets": 1800.0,
      "alarm timeout seconds": 120.0,
      "alarm disable when all crates are looted": true,
      "spawn position": {
        "x": -668.1162,
        "y": 24.8576756,
        "z": 15.70411
      },
      "spawn rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection radius": 100.0,
      "map marker origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "map marker radius": 100.0,
      "map marker opacity": 0.6,
      "map marker ready color": "#2eff74",
      "map marker reset color": "#ff2e2e",
      "map marker outline color": "#ffffff",
      "loot spawn group entries": [
        {
          "Id": 3177,
          "Prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab",
          "Profile": null,
          "Position": {
            "x": -0.04071045,
            "y": 0.04530716,
            "z": 0.196435928
          },
          "Rotation": {
            "x": -0.00194311875,
            "y": 283.140167,
            "z": 359.913574
          }
        }
      ],
      "door spawn group entries": [
        {
          "Id": 3593,
          "Prefab": "assets/prefabs/building/wall.frame.garagedoor/wall.frame.garagedoor.prefab",
          "Profile": "garage doors",
          "Position": {
            "x": 1.49249268,
            "y": 0.166625977,
            "z": -6.467394
          },
          "Rotation": {
            "x": 0.0,
            "y": 13.3333187,
            "z": 0.0
          }
        },
        {
          "Id": 9537,
          "Prefab": "assets/prefabs/building/wall.frame.garagedoor/wall.frame.garagedoor.prefab",
          "Profile": "garage doors",
          "Position": {
            "x": 4.67230225,
            "y": 0.354122162,
            "z": 5.18401432
          },
          "Rotation": {
            "x": 0.0,
            "y": 13.3333187,
            "z": 0.0
          }
        }
      ],
      "npcs spawn group entries": [
        {
          "Id": 1765,
          "Prefab": null,
          "Profile": "default",
          "Position": {
            "x": 3.79986572,
            "y": -0.289468765,
            "z": -7.350936
          },
          "Rotation": {
            "x": 0.0,
            "y": 0.0,
            "z": 0.0
          }
        },
        {
          "Id": 1227,
          "Prefab": null,
          "Profile": "default",
          "Position": {
            "x": 7.863037,
            "y": -0.0256900787,
            "z": 4.15430927
          },
          "Rotation": {
            "x": 0.0,
            "y": 0.0,
            "z": 0.0
          }
        },
        {
          "Id": 2957,
          "Prefab": null,
          "Profile": "default",
          "Position": {
            "x": 1.5680542,
            "y": 0.0291461945,
            "z": 4.185258
          },
          "Rotation": {
            "x": 0.0,
            "y": 0.0,
            "z": 0.0
          }
        },
        {
          "Id": 3914,
          "Prefab": null,
          "Profile": "default",
          "Position": {
            "x": -0.6699219,
            "y": 0.08488846,
            "z": -3.12963676
          },
          "Rotation": {
            "x": 0.0,
            "y": 0.0,
            "z": 0.0
          }
        }
      ]
    }
  ]
}

example

  • Like 2
  • Love 1
LazyPVE

Posted

I'll take back what I said, this update may be harder to setup bank(wich is really a pain in the a** compared to before) but it brings a request I made earlier in 2023.


I can now setup multiple doors for a single bank. This is game changing for my prefabs ideas.

Thank you Fox. 🫶

 

Evan Mayo

Posted

Hello, little help needed, i've never unzipped and/or placed a prefab before, where do i put prefab building file for plugin to pull from?

FoxMods

Posted

18 hours ago, Evan Mayo said:

Hello, little help needed, i've never unzipped and/or placed a prefab before, where do i put prefab building file for plugin to pull from?

Hello this can be done by placing down the prefab using a tool called Rust Edit by k1lly0u found here.

https://www.rustedit.io/resources/rustedit-launcher.16/

  • Like 1
JeffG

Posted

the new prefab and update is beautiful!!!

 

 

 

20240305145525_1.jpg.9ac265d47a25b073d15a23436a0d4cad.jpg20240305145533_1.jpg.ea090b6f1db4c24e5eb18c9c2cb98791.jpg

FoxMods

Posted

New tutorial videos have now been added to the plugin docs.

8o8 Designs

Posted (edited)

On 1/2/2024 at 2:15 PM, 8o8 Designs said:

I honestly don't know why the UI was such an issue for people. Now it requires a mod to place and move objects 🤷‍♂️ The UI was simple to use. Not impressed that I have to redo all my events this way.

Absolutely no need to use telekinesis plugin. Setting up heists is so command heavy now..

Edited by 8o8 Designs
Wajeeh Agbariya

Posted

Will this plugin ever have auto spawning support like the one with raidable bases??

Stinky Pumpkin

Posted

Can it be set so the guards do not drop belt and weapon for the player to loot?

 

FoxMods

Posted

On 3/31/2024 at 10:56 AM, Stinky Pumpkin said:

Can it be set so the guards do not drop belt and weapon for the player to loot?

 

Not currently unless it is an option within the npc spawn plugin, but have marked it for the next feature update.

CuredZombie

Posted

Still no solution to guards walking through doors, shooting though doors, can shoot you through walls like if you are outside bank?  Don't see how the plugin can be used with this happening? Maybe (hopefully) I am missing something, please let me know thanks

FoxMods

Posted

On 4/12/2024 at 4:15 AM, CuredZombie said:

Still no solution to guards walking through doors, shooting though doors, can shoot you through walls like if you are outside bank?  Don't see how the plugin can be used with this happening? Maybe (hopefully) I am missing something, please let me know thanks

been working on a solution for this coming in the update you can try cantacting me on discord to try it out before release.

  • Like 1
  • Love 1
TheFarrier

Posted

I can also test, I have it running currently on my server.

MNfreakTim

Posted (edited)

The following error showed up in my RCON when I was monitoring it and someone was taking the Bank Heist monument.

 

Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: BankHeist - True (Boolean), NpcSpawn (False (Boolean))

 

Also a possible suggestion is to have the health of the vault doors show when damaged so that players taking the monument know the health as they are trying to complete the monument.

 

Thanks,

 

Tim

Edited by MNfreakTim
FoxMods

Posted

19 hours ago, MNfreakTim said:

The following error showed up in my RCON when I was monitoring it and someone was taking the Bank Heist monument.

 

Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: BankHeist - True (Boolean), NpcSpawn (False (Boolean))

 

Also a possible suggestion is to have the health of the vault doors show when damaged so that players taking the monument know the health as they are trying to complete the monument.

 

Thanks,

 

Tim

Than you for the suggestion on this one, will take a look at that for you.

MNfreakTim

Posted (edited)

Loaded the plugin on my test server, and when the parent entity moved the NPC's were all over the place (even on the roof of the building). When I attempted to set the new bank name up on my test server, the doors are now spawning on the ceiling. Is there something with the new wipe today that is messing with the loading of the monument and its parts?

 

Fixed in July? = I believe I did not select the same item when breaking the prefab and setting the parent entity name. I will try next month with a new map and make sure to use the same item again as this month.

Edited by MNfreakTim
hc4stillo

Posted (edited)

The time does not change, neither does the max or min amount, the custom loot is ignored

The loot profile is not working correctly.
Example:

Quote

/oxide/data/BankHeist/LootProfileStorage.json

{
  "ProfileEntries": {
    "default": {
      "MinItems": 3,
      "MaxItems": 3,
      "SkinId": 0,
      "HackableSeconds": 10.0,
      "LootItems": [
        {
          "Shortname": "hazmatsuittwitch",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1,
          "MaxAmount": 1,
          "IsBlueprint": false
        },
        {
          "Shortname": "supply.signal",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1,
          "MaxAmount": 1,
          "IsBlueprint": false
        },
        {
          "Shortname": "supply.signal",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1,
          "MaxAmount": 1,
          "IsBlueprint": false
        }
      ]
    },
    "hack1": {
      "MinItems": 2,
      "MaxItems": 2,
      "SkinId": 0,
      "HackableSeconds": 10.0,
      "LootItems": [
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        },
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        },
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        },
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        }
      ]
    }
  }
}

 

Quote

/oxide/data/BankHeist/BankStorage.json

{
  "BankEntries": [
    {
      "bank display name": "banco",
      "parent monument name": "BankHeistV1",
      "time between resets": 1800.0,
      "alarm disable when all crates are looted": true,
      "alarm timeout seconds": 0.0,
      "spawn position": {
        "x": 1112.94348,
        "y": 15.3036413,
        "z": 1265.61328
      },
      "spawn rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection radius": 100.0,
      "map marker origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "map marker radius": 100.0,
      "map marker opacity": 0.6,
      "map marker ready color": "#2eff74",
      "map marker reset color": "#ff2e2e",
      "map marker outline color": "#ffffff",
      "loot spawn group entries": [
        {
          "Id": 3302,
          "Prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab",
          "Profile": "hack1",
          "Position": {
            "x": 1.63380337,
            "y": 5.84172344,
            "z": 18.9100342
          },
          "Rotation": {
            "x": -7.41397962E-05,
            "y": 7.929199,
            "z": -270.004425
          }
        },
        {
          "Id": 4369,
          "Prefab": "assets/bundled/prefabs/radtown/crate_elite.prefab",
          "Profile": "default",
          "Position": {
            "x": 1.54864025,
            "y": 2.556427,
            "z": 15.5226936
          },
          "Rotation": {
            "x": 0.0,
            "y": 11.8963318,
            "z": -270.0
          }
        }
      ],
      "door spawn group entries": [],
      "npcs spawn group entries": [
        {
          "Id": 4227,
          "Prefab": null,
          "Profile": "default",
          "Position": {
            "x": 1.53720856,
            "y": 7.922785,
            "z": 20.5056076
          },
          "Rotation": {
            "x": 0.0,
            "y": -301.886627,
            "z": -270.0
          }
        }
      ]
    }
  ]
}

 

Edited by hc4stillo
FoxMods

Posted

On 7/15/2024 at 7:02 PM, hc4stillo said:

The time does not change, neither does the max or min amount, the custom loot is ignored

The loot profile is not working correctly.
Example:

{
  "ProfileEntries": {
    "default": {
      "MinItems": 3,
      "MaxItems": 3,
      "SkinId": 0,
      "HackableSeconds": 10.0,
      "LootItems": [
        {
          "Shortname": "hazmatsuittwitch",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1,
          "MaxAmount": 1,
          "IsBlueprint": false
        },
        {
          "Shortname": "supply.signal",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1,
          "MaxAmount": 1,
          "IsBlueprint": false
        },
        {
          "Shortname": "supply.signal",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1,
          "MaxAmount": 1,
          "IsBlueprint": false
        }
      ]
    },
    "hack1": {
      "MinItems": 2,
      "MaxItems": 2,
      "SkinId": 0,
      "HackableSeconds": 10.0,
      "LootItems": [
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        },
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        },
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        },
        {
          "Shortname": "scrap",
          "ItemName": null,
          "SkinID": 0,
          "MinAmount": 1000,
          "MaxAmount": 1000,
          "IsBlueprint": false
        }
      ]
    }
  }
}

 

{
  "BankEntries": [
    {
      "bank display name": "banco",
      "parent monument name": "BankHeistV1",
      "time between resets": 1800.0,
      "alarm disable when all crates are looted": true,
      "alarm timeout seconds": 0.0,
      "spawn position": {
        "x": 1112.94348,
        "y": 15.3036413,
        "z": 1265.61328
      },
      "spawn rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection radius": 100.0,
      "map marker origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "map marker radius": 100.0,
      "map marker opacity": 0.6,
      "map marker ready color": "#2eff74",
      "map marker reset color": "#ff2e2e",
      "map marker outline color": "#ffffff",
      "loot spawn group entries": [
        {
          "Id": 3302,
          "Prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab",
          "Profile": "hack1",
          "Position": {
            "x": 1.63380337,
            "y": 5.84172344,
            "z": 18.9100342
          },
          "Rotation": {
            "x": -7.41397962E-05,
            "y": 7.929199,
            "z": -270.004425
          }
        },
        {
          "Id": 4369,
          "Prefab": "assets/bundled/prefabs/radtown/crate_elite.prefab",
          "Profile": "default",
          "Position": {
            "x": 1.54864025,
            "y": 2.556427,
            "z": 15.5226936
          },
          "Rotation": {
            "x": 0.0,
            "y": 11.8963318,
            "z": -270.0
          }
        }
      ],
      "door spawn group entries": [],
      "npcs spawn group entries": [
        {
          "Id": 4227,
          "Prefab": null,
          "Profile": "default",
          "Position": {
            "x": 1.53720856,
            "y": 7.922785,
            "z": 20.5056076
          },
          "Rotation": {
            "x": 0.0,
            "y": -301.886627,
            "z": -270.0
          }
        }
      ]
    }
  ]
}

 

will check this out for you thankyou for the report.

FoxMods

Posted

42 minutes ago, FoxMods said:

will check this out for you thankyou for the report.

Should be fixed for you in this release please let me know how you get on.

hc4stillo

Posted

On 7/21/2024 at 6:43 AM, FoxMods said:

Should be fixed for you in this release please let me know how you get on.

The problem was solved and it works perfectly, thank you very much.

  • Like 1

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