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Everything posted by copcopekcro
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Hey ... I have one problem ..when i change in data door HP , or when i change HackableSeconds ,what ever i put its still default ..Example 300 is default i put to 60 ,,,but its still 300.. Iam i missing something ? And can we change loottable of npcs ? And why i see 4 chat messages that i entered that zone (ok will disable that option in config ,will take that with zone manager) So to be honest ,only problem for me is that door HP ... i rly need that to work ! { "bank display name": "carbank", "parent monument name": null, "time between resets": 1800.0, "alarm disable when all crates are looted": false, "alarm timeout seconds": 0.0, "spawn position": { "x": 818.4549, "y": 17.94098, "z": 299.5729 }, "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": [], "door spawn group entries": [ { "Id": 3997, "Prefab": "assets/prefabs/building/door.double.hinged/door.double.hinged.toptier.prefab", "Profile": "door3", "Position": { "x": 6.36889648, "y": -0.067949295, "z": 9.507294 }, "Rotation": { "x": 0.0, "y": 50.02369, "z": 0.0 } } ], { "ProfileEntries": { "door1": { "Health": 200.0, "SkinId": 0 }, "door2": { "Health": 200.0, "SkinId": 0 }, "door3": { "Health": 110.0, "SkinId": "2318482252" } } }
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- 7 comments
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- 7 comments
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hey ... You can chose what you will block ,you dont need to block default cfating ,you can only block tech tree ,research true wb . Its up to you ! you dont need to use my ui for crafting items ..you can just change research cost ..and craft items true default rust ui ... all researched items by plugins will be in your bps , even you can chose what will be researched by default .. In my crafting ui skill tree doesnt work for now .. I will probably update it when time comes for it ! Will add sr,eco ,and option to combine what item will be where (default craft ui , or in my craft UI) Lets say example ,,you research recycler , you dont add it to def rust craft ,but you add it in my craft ..
- 7 comments
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yes i did .. In TargetableDrones: { "EnableTurretTargeting": true, "EnablePlayerSAMTargeting": false, "EnableStaticSAMTargeting": false, "NPCTargeting": { "MaxRange": 45.0, "DamageMultiplier": 4.0, "EnabledByNpcPrefab": { "assets/prefabs/npc/gingerbread/gingerbread_dungeon.prefab": true, "assets/prefabs/npc/gingerbread/gingerbread_meleedungeon.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_arena.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_any.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_lr300.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_ch47_gunner.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_any.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_lr300.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_mp5.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_pistol.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_shotgun.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_patrol.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam_nvg_variant.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roamtethered.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldwellerspawned.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/npc_underwaterdweller.prefab": true } }, In botrespawn plugin : "Turret_Safe": false, And still bots dont attack drone/turret (from botrespawn plugin)
- 79 comments
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- #drone
- #iqguardiandrone
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- 79 comments
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- #drone
- #iqguardiandrone
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- 79 comments
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- #drone
- #iqguardiandrone
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- 79 comments
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- #drone
- #iqguardiandrone
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Version 1.0.5
21 downloads
This plugin allows admins to control all about researching and crafting. With all default items ,and with custom ones! So what you chose to be researchable that players will be able to research and craft ,for prices what you chose . And with other options like Craft time, Wb Level , Display Name, Description, Category, Quantity. Researching is true research table ,crafting UI is similar to default rust crafting UI . You can block default crafting ,block researching in wb ,block tech tree ... You can combine what you will block what not ,. You can use it in full potential with research and craft UI ,with your own prices and stats ,blocking all default crafts/researchs! Or you will just use it for custom cost of research ,and default craft by rust , its all about you ! Best explanation is true config file : "Block Default Crafts": true/false, // You are able to block completely default craft system, so players can only craft items true plugin UI. "Block WB Tech Tree": true/false, // You are able to block completely researching true TechTree. "Block ResearchTable Research": true/false, // You are able to block completely default research true research table , so players can only research items true plugin UI . "Play Sound On Research Success": true, "Research Success Sound Asset": "assets/prefabs/deployable/research table/effects/research-success.prefab", "Play Sound On Research Fail": true, "Research Fail Sound Asset": "assets/prefabs/deployable/research table/effects/research-fail.prefab", //This is default config for one item ,but you will get all items in config with their default values. //As you can see rifle.ak is loaded with his default properties. "Items": { "rifle.ak": { //Shortname "0": { //SkinID "AllSkins": true, // if true ,player will be able to research rifle.ak no matter of his skin of item, if you put false ,then it will check for skinID of item(if you add custom items with same shortname ,then use false) "IsResearched": false, //if false, item will not be researched by default ,if true it will be researched ,so player will be able to craft it without reasrching it . "IsResearchable": true, //if true ,palyers can research this item , if false item is not researchable. "DisplayName": null, // if null default name of item will be , you can give custom name to item example: "mygun" . "Description": null, // if null it will be default description of item ,,you can use custom description ,example "this gun is best gun" . "ResearchCost": [ // price for research item ,you can add up to 4 items total ,you can use default rust items ,and custom ones . { "Shortname": "scrap", "Amount": 500, "SkinID": 0, "DisplayName": null } ], "RequiredCraftWBLevel": 3, // what workbench level item needs for craft ,0 is no workbench level "CraftTime": 45.0, // this is default craft time ,you can change it ,in seconds . "CraftCost": [ // price for craft item ,you can add up to 8 items total ,you can use default rust items ,and custom ones . { "Shortname": "metal.refined", "Amount": 50, "SkinID": 0, "DisplayName": null }, { "Shortname": "wood", "Amount": 200, "SkinID": 0, "DisplayName": null }, { "Shortname": "riflebody", "Amount": 1, "SkinID": 0, "DisplayName": null }, { "Shortname": "metalspring", "Amount": 4, "SkinID": 0, "DisplayName": null } ], "Category": "Weapon", // category of item ,where item will be placed in what tab,you can change this also ,to some custom ones or what ever name you like ! "CraftOutputQuantity": 1 // this is default output quantity of item (when you craft lowgradefuel you get for 1 craft 4 lowgrade) ,you can change output . } }, On first loading of plugin you will get in config all items ,with their default properties : Default items what are researched by default in game ,will be researched (lets say Sleeping Bag,Hammer,etc), items what are by default researchable they will be researchable (with their scrap cost), Those items will also have default craft prices , required workbench level ,time for craft ,craft quantity ,category. So it will be easy for you to change what you need to change for items. Categorie tabs are in config file : "Categories": [ "FAVORITES", "CUSTOM", "WEAPON", "ATTIRE", "TOOL", "MEDICAL", "AMMUNITION", "RESOURCES", // you can change all categories how you like ,,you can remove some ,add more ,rename them . "ITEMS", //if you rename category lets say "WEAPON" to "guns" dont forget to change on items also category ,so they can be placed in that new "gun" categorie . "COMPONENT", "CONSTRUCTION", "ELECTRICAL", "FOOD", "TRAPS", "MISC", "FUN" ], "Favorite Category Name": "Favorites", // this is core name for favorite items ,when change this be sure that you have in Categories that name what you put for favorite tab . Commands : Chat command : /q (configurable) - open craft ui . Console command : bind <key> craft.openui - in F1 players can bind <key> so they can open Craft UI with key (keyboard button) so they dont need to type shat command. Console command : wipe_research_data - wipe player researched items. Console command : wipe_favorite_data - wipe players favorite items. Permissions: "craftsystem.research" - without this perm player cant see UI for research. "craftsystem.craft" - without this perm player cant open Craft Ui . Data : you will see in data what player researched ,and his favorites . LangFile - you are able to change text ,on something else that you like ,on some different language . How to add custom or skined item : "box.repair.bench": { // this is default item "0": { // without SkinID "AllSkins": false, // We have here false ,so it will look for Shortname and SkinId "IsResearched": true, // Its researched. "IsResearchable": false, "DisplayName": null, "Description": null, "ResearchCost": [ { "Shortname": "scrap", "Amount": 10, "SkinID": 0, "DisplayName": null } ], "RequiredCraftWBLevel": 1, "CraftTime": 30.0, "CraftCost": [ { "Shortname": "metal.fragments", "Amount": 125, "SkinID": 0, "DisplayName": null } ], "Category": "Items", "CraftOutputQuantity": 1 } "1594245394": { // Here we add SkinID. We added SkinId to shortname what belongs to that custom item . "AllSkins": false, // We have here false ,so it will look for Shortname and SkinId "IsResearched": false, // Not researched , "IsResearchable": true, // But its researchable . "DisplayName": "Recycler", // we use custom name for item. "Description": "With this i can recycle home", // we use custom description for item. "ResearchCost": [ { "Shortname": "scrap", // some cost for research . "Amount": 1000, "SkinID": 0, "DisplayName": null }, { "Shortname": "gears", "Amount": 50, "SkinID": 0, "DisplayName": null } ], "RequiredCraftWBLevel": 3, // we need to be at level 3 workbench to craft it. "CraftTime": 60.0, // 60 sec craft time . "CraftCost": [ // craft cost. { "Shortname": "metal.fragments", "Amount": 2500, "SkinID": 0, "DisplayName": null }, { "Shortname": "rifle.ak", "Amount": 1, "SkinID": 2585539626, "DisplayName": null } ], "Category": "Custom", // we changed category to custom ,so recycler will be in custom tab . "CraftOutputQuantity": 1 // quantity is 1 ,we will get 1 recy per craft } }, For any questions fell free to join my discord channel !$20.00- 7 comments
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- 9 comments
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Version 1.0.3
28 downloads
Custom Currency plugin for Rust lets you create your own virtual currency and seamlessly exchange it for items or custom items through a user-friendly interface. You can choose in config whether you will use your new custom currency or use those well-known economy and server rewards. For both of those plugins, you will be able to exchange it for an item/custom item true UI. The plugin comes with IconUI, your custom image URL, and the balance of custom currency, eco, or SR. You can turn it on and off in the config, and you have a command to turn it on/off. There is a UI for exchange and the command for exchange, and you can press on the icon (if you have a visible icon) to open the exchange UI. Admin Commands: /addcurrency <playerID/name> <amount>: Add currency to a player's balance. /subcurrency <playerID/name> <amount>: Subtract currency from a player's balance. /givecurrencyitem <playerID/name> <amount>: Give a currency item to a player. /wipecurrency <playerID/name|all>: Wipe the currency balance for a player or all players. All those commands work with custom currency and also with economics and server rewards, so with these commands, you can also control eco and SR . Player Commands /toggleui: Toggle the visibility of the currency UI. /exchange: Open the currency exchange UI to convert the virtual currency to items and vice versa. Exchange works with custom currency and also with economic and server rewards so that you can change eco, rp to custom item. Suitable for trade or VIP or shops. Console Commands: addcurrency <playerID/name> <amount>: Add currency to a player's balance. subcurrency <playerID/name> <amount>: Subtract currency from a player's balance. givecurrencyitem <playerID/name> <amount>: Give a currency item to a player. wipecurrency <playerID/name|all>: Wipe the currency balance for a player or all players. All those commands work with custom currency and with eco and SR. Permissions: customcurrency.admin: Allows use of admin commands. customcurrency.exchange: Allows use of the exchange command Config: { "Currency Type [0-CustomCurrency, 1-Economics, 2-ServerRewards]": 0, "Currency Name": "RealBlood", "Currency UI Visible": true, "Icon Image URL": "https://www.dropbox.com/scl/fi/apo1ukopeuavdln77a70b/512x512.png?rlkey=vujn178mozhm5o93wq5cgd771&st=96xo0sf5&dl=1", "Currency Item": { "Short Name": "scrap", "Skin ID": 0, "Display Name": "Scrap" }, "Version": { "Major": 1, "Minor": 0, "Patch": 0 } } API: [HookMethod("AddCustomCurrency")] public void API_AddCustomCurrency(string playerID, int amount) { AddCustomCurrency(playerID, amount); } [HookMethod("SubtractCustomCurrency")] public void API_SubtractCustomCurrency(string playerID, int amount) { SubtractCustomCurrency(playerID, amount); } [HookMethod("GetCustomCurrencyBalance")] public int API_GetCustomCurrencyBalance(string playerID) { return GetCustomCurrencyBalance(playerID); }$5.00- 9 comments
- 1 review
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So i tested now again . When i put treasure maps in kits (From Umod) and give that kit to bots true botrespawn plugin .. Bots are giving those maps ,and all is working just fine ! They only change displaynames ,but they work normaly ! You ask me do my plugin got support for kits ,it does . My plugin works fine with kit plugin ,but kit plugin doesn't have displayname !
- 51 comments
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- #custom loot
- #rewards
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- 51 comments
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- #custom loot
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Tagged with:
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- 51 comments
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- #custom loot
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You Could use kits from versio 1.0.9 . Iam talking about kits from Umod . You probably did something wrong ... Did you change name for each map bot ? Like green bot ,blue bot ,red bot .. Or if you wanna use same loottable for bots ,same kit ,same name you can have same name for all profiles/maps . But then all bots will be same for what ever map.. EXAMPLE : "NPCSpawns": [ { "SpawnCount": 3, "SpawnRadius": 5.0, "EntityDisplayName": "Green Treasure Guard", "Health": 100, "RoamRange": 5.0, "ChaseRange": 30.0, "SenseRange": 20.0, "ListenRange": 10.0, "AttackRangeMultiplier": 1.0, "CheckVisionCone": true, "VisionCone": 140.0, "HostileTargetsOnly": false, "DamageScale": 1.0, "AimConeScale": 1.0, "Speed": 6.0, "MemoryDuration": 10.0, "Kit": "revoeasy", "WearItems": [ { "ShortName": "", "SkinID": 0 } ], "BeltItems": [ { "ShortName": "", "Amount": 0, "SkinID": 0, "Mods": [ "" ], "Ammo": 0 } ], "CustomLoot": true, "LootTable": [ { "DisplayName": "Gold Coins", "Shortname": "charcoal", "SkinID": 3151241149, "MaxItemAmount": 10, "MinItemAmount": 1, "Probability": 1.0, "IsBlueprint": false } ] } ], Or you can add manually all weapons,atire,belt items ! And fell free to join my discord so we can talk easily than this
- 51 comments
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- #custom loot
- #rewards
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Plugin causing issues with certain boxes.
copcopekcro replied to Kapco411's Support Request in Support
Changed Status from Can't Reproduce to Closed -
Changed Status from Pending to Closed Changed Fixed In to 1.1.0
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Updated ,in new version you have that !
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Changed Status from Work in Progress to Closed Changed Fixed In to 1.1.0