-
Posts
2,083 -
Joined
-
Last visited
-
Days Won
17
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by ZEODE
-
Version 1.2.7
1,763 downloads
Simple plugin to turn F1 Grenades into throwable NPC spawners! Spawn Bears, Wolves, Scientists, Murderers, Scarecrows, Heavy Scientists, Bradley APC and more wherever the grenade lands and explodes! Features: Optional support for Teams, Clans, Friends (Spawned NPC wont target) Enable/Disable different types Optional permissions for greater control Support for Server Rewards, Economics etc MANY configurable options via the config and data file Configure number to spawn, radius, aggression range, kits, option to strip corpse loot or not etc... Set spawned NPCs as Turret, Bradley, NPC & Animal safe Optional Sleeper Safe setting Compatible with NPC plugins such as Zombie Horde, BotReSpawn etc. Permissions: npcgrenades.bear npcgrenades.polarbear npcgrenades.wolf npcgrenades.boar npcgrenades.stag npcgrenades.chicken npcgrenades.scientist npcgrenades.heavy npcgrenades.juggernaut npcgrenades.tunnel npcgrenades.underwater npcgrenades.murderer npcgrenades.scarecrow npcgrenades.mummy npcgrenades.bradley npcgrenades.admin (required to use give command) Universal Commands (Prefix with / when using in chat): npcnade.give <NPCType> <PlayerName/SteamID> (NPCType is the same as the permission but without prefix "npcgrenades.") Information: There are many configurable options within the data file ("/oxide/data/NPCGrenades.json"). Below is an explanation of the different variables: Name - The display name of the NPC (and corpse/backpack for human NPC). Prefab - The path to the prefab for that NPC (Do not change!). Health - The starting health (HP) of the NPC. MaxRoamRange: Maximum distance the NPC will roam from spawn point. SenseRange: Max distance (m) NPC can sense threats. ListenRange: Max distance (m) NPC can hear. AggroRange: Distance NPC will become hostile to threats. DeAggroRange: Distance NPC will stop becoming hostile towards a previously hostile target. TargetLostRange: Distance at which a NPC will stop looking for a target. MemoryDuration: Memory time of NPC in seconds. VisionCone: FOV in degrees of the NPCs line of sight. CheckVisionCone: NPC only becomes aggro on threats within it's VisionCone. CheckLOS: NPC only attacks if has line of sight. IgnoreNonVisionSneakers: Threats crouch-walking outside of the NPC VisionCone are ignored. DamageScale: Damage scale as a percentage. PeaceKeeper: NPC only attacks hostile targets. IgnoreSafeZonePlayers: Players in Safe Zones are ignored. RadioChatter: Scientist radio chatter enabled or not. DeathSound: Scientist death sound enabled or not. NumberToSpawn: Number of NPC to spawn. SpawnRadius: Radius in which NPCs spawn if NumberToSpawn is greater than 1. DespawnTime: How long before the NPCs are despawned if not killed. KillInSafeZone - Kills NPC spawned in any safe zone StripCorpseLoot: Strip corpse of all loot when killed if true. If false, bots will keep their loot/kits. KitList: List of all kits which this NPC can use. If more than 1 kit, they are chosen at random. Speed: Overall maximum speed of NPC (default = 6.2). Acceleration: How quickly the NPC can get up to speed (default = 12.0). FastSpeedFraction: Running speed of the NPC between 0.1 - 1.0 (default = 1.0). NormalSpeedFraction: Normal walking speed of the NPC between 0.1 - 1.0 (default = 0.5). SlowSpeedFraction: Slower walking speed of the NPC between 0.1 - 1.0 (default = 0.3). SlowestSpeedFraction: Slowest walking speed of the NPC between 0.1 - 1.0 (default = 0.1). LowHealthMaxSpeedFraction: Walking speed of NPC when health is critical (default = 0.5). TurnSpeed: How quickly the NPC can turn around (default = 120.0). GrenadeSkinID - The item skin ID for the custom grenades (Do not change!) ExplosionSound - Path to the explosions sound played when the NPC spawns DefaultLoadout - The default items the NPC should spawn with if no Kits specified Bradley Specific: ViewDistance - How far the Bradley can see targets SearchRange - How far the Bradley will search for targets PatrolRange - The size of the area the Bradley will travel within when spawns PatrolPathNodes - When a grenade spawns a Bradley, it will add this many patrol points within the PatrolRange ThrottleResponse - How quickly the Bradley will accelerate CratesToSpawn - How many crates to spawn when destroyed Item SkinIDs (For Shops): Scientist: 2640541557 Heavy Scientist: 2640541496 Juggernaut: 2647297156 Tunnel Dweller: 2676146196 Underwater Dweller: 2676146329 Murderer: 2643502595 Scarecrow: 2647297210 Mummy: 2643385137 Bear: 2647301111 Polar Bear: 2868239755 Wolf: 2647303718 Boar: 2643502513 Stag: 2647297256 Chicken: 2647297056 Bradley APC: 2643385052 Example for Bradley APC Grenade in ServerRewards Shop: "grenade.f1_2643385052": { "shortname": "grenade.f1", "customIcon": null, "amount": 1, "skinId": 2643385052, "isBp": false, "category": 6, "displayName": "Bradley Grenade", "cost": 2500, "cooldown": 0 }, For other grenade types, copy the above but change the relevant SkinID to what type of NPC you want from the list above. If you get stuck, open a Support request.Free- 31 comments
- 6 reviews
-
- 3
-
-
-
I am going to make a video later on placement etc, but you can definitely use it with ServerRewards, I do on my servers. You can add it in game while holding the marketplace item in your hand and it will automatically be given the same icon in the reward shop as the item itself, simply using the "/reward add item cost" command. You will then need to edit the ServerRewards data file because it will by default call it a Large Wooden Box. So edit it similar to how @thepiercedweirdo showed you below, changing it to suit your needs. As another example, I have it set like this: "box.wooden.large_2618923347": { "shortname": "box.wooden.large", "customIcon": null, "amount": 1, "skinId": 2618923347, "isBp": false, "category": 3, "displayName": "Personal Marketplace", "cost": 2500, "cooldown": 0 } Note when you used skinned items in Server Rewards it will name it the original item and append the Skin ID, in this case 2618923347. If you don't add the item using the in-game command, then you can just add the above to your SR data file, making your changes to suit your needs and use the full URL to the custom image. You can use the url https://rustynuts.gg/pmicon.png or download and use as you wish:
- 73 comments
-
- #rust
- #marketplace
- (and 8 more)
-
- 73 comments
-
- #rust
- #marketplace
- (and 8 more)
-
- 73 comments
-
- #rust
- #marketplace
- (and 8 more)
-
- 197 comments
-
- 1
-
-
- #rust plugin
- #custom rust plugin
-
(and 2 more)
Tagged with:
-
I think you should probably post this in the Support section, this is really the discussion section. But the instructions you need to follow are here in the plugin info: Loot Items Include Workshop Skins (true) Use Random Skin (true) - Skins items inside of boxes Use Imported Workshop Skins File (false) - copy existing Imported Workshop Skins section from Skinbox to the Imported Workshop Skins json file to apply. So I guess you should change Workshop and Random to false, then set Imported to true and do what it says with SkinBox data file to the one in "oxide/data/RaidableBases/ImportedWorkshopSkins.json".
-
- 197 comments
-
- #rust plugin
- #custom rust plugin
-
(and 2 more)
Tagged with:
-
Version 1.2.5
1,395 downloads
Let your players shop from the safety of their own bases. Give them the ability to place & pickup their own drone Marketplaces, plus they look cool! With all the necessary configurable options, players will love this on any type of server, PvP or PvE. To add Marketplaces to server shops, I recommend adding the item rather than the command. You can do this with the following: Shortname: box.wooden.large SkinID: 2859284352 Features. Support for Friends, Clans, Teams Works with rewards shops like Server Rewards, Economics etc. Force on foundation (optional) Pickup by hitting a terminal with a hammer or chat command Allow multiple marketplaces (optional) Allow players to craft (optional) Configurable crafting cost More control with optional permissions Drop item if building underneath destroyed (optional) Lose condition on pickup (optional) Checks for space before placing (prevents clipping through structures) Config option to add vending machines to Marketplaces Option to block damage to attached vending machines Important Note: Rotate attached vending machines by hitting with a hammer. In-Game Commands (Remove / Prefix in F1 Console). /marketplace.give (give to self) /marketplace.give <PlayerName> or <SteamID> (give to player) /marketplace.craft /marketplace.pickup (Or hit a terminal with hammer) /marketplace.clear (Clear ALL stored marketplace data) /marketplace.clear <SteamID> (Remove marketplace data for player) Console/RCON Command. marketplace.give <PlayerName> or <SteamID> (give to player) marketplace.clear (Clear ALL stored marketplace data) marketplace.clear <SteamID> (Remove marketplace data for player) (Use console command in reward shops or give custom skinned item) Permissions (Optional). personalmarketplace.admin (Required for give & clear commands) personalmarketplace.deploy personalmarketplace.pickup personalmarketplace.craft API: Plugin devs can prevent conflict with this plugin by utilizing the following: Interface.CallHook("MarketplaceCheck", skinID) (where skinID = the skinID of the entity you are checking e.g. entity.skinID) Returns true if the given entity's skinID matches an item used by this plugin (deployable wooden box item, or Marketplace entity) or null if it is not. Plugin devs can use this to prevent conflict with their plugins if dealing with large wooden boxes or other items which maybe be Marketplace related, now or in the future. How to Place. As there is no deployable marketplace item in Rust, the plugin uses the large wooden box planner to help guide and align the Marketplace where you want to place it. Keep in mind the marketplace is a very large item, so it is only a guide to help align it. Make sure to place it far away from where you stand and from buildings, if there is not enough room you will not be able to place and you will get a chat message to tell you this. If you don’t get the position right first time, no worries, just pick it up and try again until happy with the placement. Use caution if marketplace condition is enabled, picking up the marketplace too many times will cause it to break and it is NOT repairable! Marketplaces are better placed in the middle of a 3x4 or larger foundation for best placement (see below image), but can be placed on open terrain or floors if allowed as such in the config: Inventory item: Custom Icon (to use in reward shops etc): https://rustynuts.gg/pmicon.png$12.99- 73 comments
- 5 reviews
-
- 3
-
-
-
- #rust
- #marketplace
- (and 8 more)
-
Then has Server Rewards compiled successfully and working as it should otherwise? Does the Reward shop open on the server when you type /s ? It sounds like this plugin isn't finding Server Rewards when it initializes, so reverting to Scrap currency. Also, when you load the RustRewards plugin, look in the console. Do you see either of the following in the console output? "Using Server Rewards" or "Server Rewards and Economics not found - Using scrap."
-
- 197 comments
-
- 1
-
-
- #rust plugin
- #custom rust plugin
-
(and 2 more)
Tagged with:
-
Yes, I can confirm I am also seeing this intermittently. In addition I also have a couple of these: 08/09 18:57:59 | i7SoNx[76561198299571401] has spawned 08/09 18:58:08 | Failed to call hook 'OnPlayerDeath' on plugin 'RustRewards v3.0.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RustRewards.OnPlayerDeath (BasePlayer player, HitInfo info) [0x000eb] in <4449c2b6db98407fbaf81ebee59299fe>:0 at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0035b] in <4449c2b6db98407fbaf81ebee59299fe>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0 08/09 18:58:08 | [Death Notes] i7SoNx took the easy way out! 08/09 18:58:08 | i7SoNx[76561198299571401] was suicide by Suicide
-
I have only found a couple that do this, even when they spawn on flat ground by the beach. Whenever I see one or one is reported, I use the /rb command to see which base it is, then paste that base manually with copy paste so it doesn't spawn a raid event, just the base, see how it looks, undo then I paste it again increasing the height until it looks good. Then I edit the height for that base in the profile. One I found yesterday looked like the one in your screenshot above was raideasy10, think its the same as above. I set the height to 2.0 instead of 1.0 in the profile for it and now its all good.
-
Personally I think it's good to have some variation between the bases in each category. makes it more interesting and realistic than knowing exactly 4 C4 or 8 rockets for every base in a category. Every player doesn't make their bases in such a way, so it makes it more realistic. Sometimes bases are easier to raid so make better profit, other times they wont, I like that. Definitely not garbage and well worth the money to get set up and running in my opinion.
-
So much work has gone into this plugin and it really shows. It is 100% worth its price and the support from the dev is fantastic. The players love the bases, it's simple to set up with great instructions. It takes a bit of time to fully configure it for your server but that's usual for such a big plugin and everyones needs are different. That said, it comes default with a good bases to work on or run "out of the box" if you wish. I bought the tier 3 package in the bundle so you save overall and is definitely worth it to save making all the bases yourself. Cannot recommend this highly enough.
-
I had the same issue, bases only spawning around the beaches. I increased this setting and now they spawn accross the map more: "Maximum Elevation Level": 6.5, I raised it more, but then I had bases spawning on the side of steep hills/mountains and half the base was in the terrain and the other floating in the air a long way. But 6.5 seems to work well for me.
