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Everything posted by RustFlash
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Unfortunately, I don't have access and I'm not familiar with the MonumentEvents plugin by @Iftebinjan. My top priority right now is to create the combination with TruePvE, SimplePvE and WarMode.
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Version 0.0.36
15 downloads
When a player with permission enters an unclaimed monument, a UI window appears. The player can choose whether the monument should be set to PvE or PvP for the current occupation. The selected mode stays active as long as the claiming player remains inside the monument. Once that player leaves, the monument is reset and becomes available again after the configured cooldown logic. Other players inside the same monument are notified about the currently active mode. Features Dynamic PvE/PvP selection per monument UI selection when entering an unclaimed monument Runtime PvE and PvP mode per monument Automatic reset when the claiming player leaves the monument Cooldown system to prevent immediate re-claiming Traveler option for players who do not want to claim a monument Separate traveler cooldown Configurable monument blacklist Automatic monument detection using Rust monument data Support for duplicate monuments on the same map PvP damage only between players inside the same PvP monument Teleport blocking inside active PvP monuments Bypass permission for admins or special roles English and German language messages Optional MyNotify support Permissions The plugin registers the following permissions: monumentchoice.use Allows players to use the MonumentChoice system. Only players with this permission receive the selection UI when entering an unclaimed monument. monumentchoice.bypass Bypass permission. Players with this permission are ignored by the MonumentChoice system. They do not receive the selection UI and are not restricted by the plugin's PvE/PvP checks. Configuration The configuration file is generated automatically at: oxide/config/MonumentChoice.json Default Configuration { "DecisionCooldownMinutes": 15, "TravelerCooldownMinutes": 5, "UseMyNotify": false, "BlacklistedMonuments": [ "compound", "bandit_town", "fishing_village_a", "fishing_village_b", "fishing_village_c", "large_fishing_village", "small_fishing_village", "stables_a", "stables_b", "ranch", "bandit_camp", "gas_station_1", "supermarket_1", "lighthouse", "mining_quarry_a", "mining_quarry_b", "mining_quarry_c", "substation_a", "substation_b", "substation_c", "swamp_a", "swamp_b", "swamp_c", "ice_lake_1", "ice_lake_2", "ice_lake_3", "ice_lake_4", "power_sub_big_1", "power_sub_big_2", "power_sub_small_1", "power_sub_small_2", "ferryman", "water_well_a", "water_well_b", "water_well_c", "water_well_d", "water_well_e", "cave_small_easy", "cave_small_medium", "cave_small_hard", "cave_medium_easy", "cave_medium_medium", "cave_medium_hard", "cave_large_easy", "cave_large_medium", "cave_large_hard", "cave_large_sewers_hard", "excavator_1", "nuclear_missile_silo", "arctic_research_base_a", "desert_military_base_a", "desert_military_base_b", "desert_military_base_c", "desert_military_base_d" ] } Configuration Options DecisionCooldownMinutes "DecisionCooldownMinutes": 15 Defines how many minutes a player must wait before choosing the same monument again after leaving it. TravelerCooldownMinutes "TravelerCooldownMinutes": 5 Defines how long the selection UI is suppressed for a player after choosing "I'm just a traveler". UseMyNotify "UseMyNotify": false Enables optional message output through the MyNotify plugin. false = use normal chat messages true = use MyNotify, if the plugin is loaded BlacklistedMonuments "BlacklistedMonuments": [] List of monument IDs ignored by the plugin. Blacklisted monuments: do not show the selection UI cannot be claimed as PvE or PvP are not managed by MonumentChoice This is useful for safe zones, small monuments, quarries, fishing villages, caves, or other locations that should not be part of the system. Dependencies Optional MyNotify MyNotify is only required if this configuration option is enabled: "UseMyNotify": true If UseMyNotify is set to false, the plugin works without MyNotify. Public API Other plugins can call the following methods: IsPlayerInPvPZone(BasePlayer player) Returns true if the player is currently inside a monument that is set to PvP. GetPlayerMonumentMode(BasePlayer player) Returns the current mode of the player's monument: Unclaimed PvE PvP How It Works A player enters a registered monument. If the monument is unclaimed, the selection UI appears. The player chooses one of the following options: PvE PvP Traveler If PvE or PvP is selected, the player becomes the owner of the monument state. Players inside the monument are notified. When the owner leaves the monument, the monument is reset. The owner receives a cooldown for that monument. PvP Logic PvP damage is only allowed when all of the following conditions are true: the attacker and victim are inside the same monument that monument is currently set to PvP neither player has the bypass permission Outside an active PvP monument, MonumentChoice does not actively allow PvP damage. Teleport Blocking When a player is inside an active PvP monument, the plugin blocks teleport attempts through the following hook: CanTeleport(BasePlayer player) This prevents players from escaping an active PvP monument by teleporting away. Notes MonumentChoice stores monument states only at runtime. After a server restart or plugin reload, all monuments are unclaimed again. A selected mode remains active only while the claiming player stays inside the monument. Blacklisted monuments are ignored during server initialization. The plugin uses a 1-second position timer to detect monument entry and exit. Known Limitations Monument states are not persistent. There are currently no admin commands to manually reset specific monuments. UI text is currently hardcoded in the plugin. PvP/PvE behavior may depend on how other damage or PvE plugins handle CanEntityTakeDamage.Free -
Changed Status from Pending to Closed Changed Fixed In to Next Version
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Hey Firelord, you're right, it seems I made a mistake during the last ForceWipe update. Thanks for letting us know.
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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Hey you use Carbon?
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Version 1.6.0
2 downloads
With the DeathTeleport plugin, players in Rust can perform a limited number of teleportations to their own corpses. Features: Players can teleport to the positions of their last death. The number of allowed teleportations is limited and depends on the assigned permissions. Display a UI button for players after respawn that remains active for 120 seconds. The button allows players to quickly teleport to their last death position. The UI buttons** are removed during server initialization and plugin unload. The button disappears when used The number of daily teleportations is reset every new day. Commands: /teledeath - Teleports you to your last corpse. Permissions: deathteleport.default - Teleportations allowed by default (1 time/day). deathteleport.tierone - Allows up to 2 teleportations. deathteleport.tiertwo - Allows up to 3 teleportations. deathteleport.tierthree - Tier Three: Allows up to 4 teleportations. deathteleport.vip - Unlimited teleportations. Config: { "DefaultTeleports": 1, "TierOneTeleports": 2, "TierTwoTeleports": 3, "TierThreeTeleports": 4, "ShowUI": true } load, run, enjoy$5.99 -
- 32 comments
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- #pterodactyl
- #pterodactyl panel
- (and 7 more)
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can you please add the new industrial.torch
RustFlash replied to DrayTemplar's Support Report in Support
Changed Status from Pending to Work in Progress Changed Fixed In to Next Version -
can you please add the new industrial.torch
RustFlash replied to DrayTemplar's Support Report in Support
Actually, I've already done this, as you can see, I've uploaded a lot of ForceWipe updates, and there are a few more to come, including TheTorchHolder. Give me a little breathing room, I just became a dad, so my time at the computer is limited. -
Changed Status from Pending to Closed Changed Fixed In to Next Version
- 1 reply
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- 1
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- 5 comments
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Changed Status from Work in Progress to Closed Changed Fixed In to 2.10.0
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Changed Status from Pending to Work in Progress
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Changed Status from Work in Progress to Closed Changed Fixed In to 2.8.2
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Changed Status from Pending to Work in Progress
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That should be perfect now; I'll see how I can make the plugin more appealing for lootable
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If you have the option, I recommend creating a schedule directly in your dashboard—that way, you’ll also be able to start it on the fly. Currently, you can’t customize the brand, but I can add it to my to-do list and, if the community wants it, include it in future updates.
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If the fridge isn't locked, try picking the lock with the lockpick. Here's how it usually goes: Pick the safe door, go to the fridge—it has a safe skin, too—pick the fridge, and then the loot and the car will appear
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No, you can simply create a schedule or use plugins like EventManager or others that trigger commands at a specific time. From a system performance perspective, it’s better not to have a timer running constantly in the background and performing checks.
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Version 4.6.0
12 downloads
Description: The NightDomeEvent is a dynamic event system that transforms the Sphere Tank monument into an exciting PvP arena during nighttime. It spawns elite scientists equipped with various weapons, SAM sites to prevent aerial approaches, flares for illumination, and valuable loot crates including hackable crates. The event now offers three different difficulty modes that change the challenge level and rewards. Features: Three difficulty levels: Easy, Medium, and Hard Automated event that starts at configurable nighttime hours Multiple NPC scientists strategically positioned across three levels: Upper Ring (Dome Top) Middle Ring (2nd Floor) Lower Level (Ground & Silos) Defensive Systems: 3 SAM sites with infinite ammo to prevent helicopter camping Difficulty-based diesel barrel spawns (1 for Easy, 2 for Medium, 3 for Hard) Hostile Turret System (Hard mode only): Auto-turrets that target only players, not NPCs Non-lootable weapons and ammo from destroyed turrets Illumination System: Dynamic flare system across multiple levels Auto-refreshing flares that never burn out during the event Loot System: 3 Elite crates in strategic positions Hackable chinook crates at the top (1-3 based on difficulty) Configuration Options: Customizable event duration Configurable start time Test mode for admin setup Fully configurable NPC health, weapons, and abilities per difficulty Permission: Required for all admin commands nightdomeevent.admin Commands chat commands /flashnightdome.easy - Schedule the next event on Easy difficulty /flashnightdome.medium - Schedule the next event on Medium difficulty /flashnightdome.hard - Schedule the next event on Hard difficulty /stopnightdome - Stop the current event console commands flashnightdome.easy - Schedule the next event on Easy difficulty flashnightdome.medium - Schedule the next event on Medium difficulty flashnightdome.hard - Schedule the next event on Hard difficulty stopnightdome - Stop the current event Config { "EventDurationMinutes": 60, // Duration of each event in minutes "EventStartHour": 20, // Hour of day when event starts (24h format) "DefaultLanguage": "en", // Default language for the plugin "Easy": { "NpcHealth": 250, "NpcWeapons": ["rifle.lr300", "rifle.ak", "pistol.m92"], "NpcVisionRange": 50.0, "NpcAggressionRange": 50.0, "ChinookCrateCount": 1, "NpcCount": 11 }, "Medium": { "NpcHealth": 575, "NpcWeapons": ["rifle.lr300", "rifle.ak"], "NpcVisionRange": 75.0, "NpcAggressionRange": 75.0, "ChinookCrateCount": 2, "NpcCount": 13 }, "Hard": { "NpcHealth": 900, "NpcWeapons": ["rifle.lr300", "rifle.ak"], "NpcVisionRange": 100.0, "NpcAggressionRange": 100.0, "ChinookCrateCount": 3, "NpcCount": 16 } } Dependencies MonumentFinder - https://umod.org/plugins/monument-finder MarkerManager - https://umod.org/plugins/marker-manager NpcSpawn - https://codefling.com/extensions/npc-spawn Multilingual Support: The plugin supports multiple languages. Language files are located in the lang folder and can be edited or expanded as needed. Currently supported languages: default: EN DE | FR | ES | IT | TR | RU | UK Please note that the language files were translated using the DeepL Language Tool Difficulty Information: Easy Mode 1 Hackable chinook crate 11 NPCs with 250 health 1 Diesel barrel per SAM site No auto-turrets Medium Mode 2 Hackable chinook crates 13 NPCs with 575 health 2 Diesel barrels per SAM site No auto-turrets Hard Mode 3 Hackable chinook crates 16 NPCs with 900 health 3 Diesel barrels per SAM site 3 Auto-turrets that only target players load, run, enjoy$39.99 -
- 2 comments
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- #blackmarket
- #market
- (and 12 more)