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About Me

  1. Version 1.0.2


    Troll those cheaters in style with the Rocket Man ! After exploding up in the sky their loot will drop all over the place, just like a Piñata. Use the chat command /troll.rocketman <player> or the rcon command troll.rocketman <player>. The player argument will accept a partial player name or a full Steam ID. All users with the Oxide "admin" role will get access to the command, but you may grant per user/group access using the permission oxidationtrollrocketman.use. This plugin is not the same as Tommygun's payback plugin as seen in Camomo_10's content. If you are looking for that then go to https://payback.fragmod.com/
  2. Version 1.0.15


    Adds 30 new deployable items to your server, which are split into 4 categories: Trees, Rocks, Bushes & Animals. Custom item collection system. Players can obtain these items while cutting trees, mining rocks and collecting plants. Includes a built in market that can be accessed via a chat command or a HumanNPC. Each base item can be configured to allow for a wide variety of placement options/restrictions. A large amount of configuration options are available for each item. Adjustable placement options while holding shift. Items can be picked up by holding a hammer, looking at the deployed entity and pressing your mouse3 button (scroll wheel button). deployablenature.admin - Required to use the giveprefab command. deployablenature.market.chat - Required to use the market chat command. deployablenature.ignore.restrictions - Allows a player to deploy items without restriction (TC etc). deployablenature.gather - Required for players to obtain drops while gathering. deployablenature.use - Required to deploy nature items. deployablenature.free - allows access to the nature market for free. There is also the option to create groups via the config, which will receive discounts in the market based on the value assigned to them. Example: "Permissions that will receive a discount on the store cost when purchasing [1.0 is full price]. Prefix with deployablenature.": { "deployablenature.vip": 0.5 }, This would give players with the deployablenature.vip permission a discount of 50% off of the market price. Command: giveprefab Parameters: <skin id> <quantity> Example: /giveprefab 2609145017 100 - spawns the user 100x medium clutter rocks" Permission: deployablenature.admin Command: naturemarket Permission: deployablenature.market.chat Command: dnpickup Permission: None Command: giveprefab (console) Parameters: <player id/name> <skin id> <quantity> Example: /giveprefab "new guy" 2609145017 100 - spawns the user 100x medium clutter rocks for new guy" Permission: deployablenature.admin Console Command: dnkillentities - wipes all nature entities from the map. Parameters: <optional parameter: true> - this wipes the data after the command executes. If not used, the nature items will respawn on plugin reload. Example: dnkillentities or dnkillentities true. Permission: deployablenature.admin if running from player console. Console Command: dnkillentitiesforplayer - wipes all nature entities from the map for the specified player Parameters: <player name/id> Example: dnkillentitiesforplayer "new guy" - would delete all entities for the player whose name contained "new guy". Permission: deployablenature.admin if running from player console. Console Command: dnpurge - enables purge mode, wiping all entities from the map (does not delete data), and preventing them from spawning on server start/being deployed by players while active. Automatically resets to false on server wipe. Parameters: <true/false> Example: dnpurge true - would enable purge mode. Permission: deployablenature.admin if running from player console. You most likely won't need the below information, but it is here for more advanced users. Prefab Types 0: Rock 1: Tree 2: Bush 3: Animal Tree Types 0: None 1: Palm 2: Oak 3: Swamp 4: Birch 5: Beech 6: Pine 7: Cacti Bush Types 0: None 1: Willow 2: Willow_snow 3: Spice 4: Spice_snow 5: Creosote 6: Berries 7: Mushrooms Example config https://pastebin.com/E5duDqtf API public bool IsDeployableNature(BaseEntity entity) Returns if an entity is a DeployableNature entity that has the prevent_gather attribute.
  3. Version 1.0.0


    Heavy Excavator Event is a configurable plugin that allows for a new type of random event. Randomly a message will appear letting players know that there is a heavy excavator being formed. The excavator will then start mining resources. A heavy unit is stationed by each resource output pile. A heavy unit includes extra scientists, auto turrets, and a bradley. You must fight your way through the heavy units to get the resources that are mined by the Excavator. There's also two hackable crates positioned in the core of the Excavator, guarded by additional scientists and auto turrets. You must work to clear the heavy units and hold the Excavator until it finishes mining resources for maximum loot. That's if other players don't get to it first! This is a great event to add to your server to give it a little more variety. It can be a fun PVP zone or a PVE event for non PVP servers. EASY OPTIONAL SETUP - NO SETUP REQUIRED You can simple drop the plugin in as-is and it will start the random event every 1 to 2 hours OR you can modify the config to your specific needs. Configuration Example - en Admin Only Commands /HeavyExcavatorStart /HeavyExcavatorStop /HePOS Customization Spawn locations as well as the total number of turrets, scientists, hackable crates, & bradleys can be modified. Simply go to the location in game you want to place the new item and use the command /HePOS. It will message you the location. You can the add that location to the config in the appropriate section for want you want to modify. Reload the plugin and you're good to go! Discord: Cahnu#5653
  4. Version 1.0.4


    Heavy Oil Rig Event is a configurable plugin that allows for a new type of random event. Randomly a message will appear letting players know that there is a heavy oil rig being formed. The Oil Rig will then be equipped with extra scientists, auto turrets, and a Bradley. Players must try to clear the oil rig and find the scientist who drops the code to disable the auto turrets OR destroy all the turrets. If the code is found, it can be entered into the code lock on the second to highest floor to disable the turrets. Once the turrets and scientists are dealt with, players must defeat the Bradley which guards the hackable crates. Finally, once the Bradley is defeated, players can collect all the loot. That's if someone else doesn't get to it first! This is a great event to add to your server to give it a little more variety. It can be a fun PVP zone or a PVE event for non PVP servers. EASY OPTIONAL SETUP - NO SETUP REQUIRED You can simple drop the plugin in as-is and it will start the random event every 1 to 2 hours OR you can modify the config to your specific needs. Configuration Example - en Admin Only Commands /HeavyOilStart /HeavyOilStop Customization Spawn locations as well as the total number turrets, scientists, hackable crates, & APCbradleys can be modified. Simply go to the location in game you want to place the new item and use the command /HoPOS. It will message you the location. You can the add that location to the config in the appropriate section for want you want to modify. Reload the plugin and you're good to go! Discord: Cahnu#5653
  5. FuZZED

    Crates Event

    Version 0.0.1


    This is a plugin that I made for my server, to bring more PvP into monuments. It will spawn a total of 4 crates inside the monuments that I have setup with offsets, the monuments that are setup are Launch Site, Dome, Water Treatment and Train Yard. Hopeful this will bring more PvP into our server. How It Works: It will generate a random number from 1 - 4, depending on the number it lands on is the monument that will be picked: 1 - Launch Site 2 - Dome 3 - Train Yard 4 - Water Treatment It will then spawn the 4 crates within the offsets I have set. If the plugin is unloaded or the command it called again it will delete the crates before spawning in new ones, so you don't end up with a bunch of crates in one spot. Permissions: In order to use the command you need to have the permission - cratesevent.admin o.grant user [Username / Steam ID] cratesevent.admin o.grant group [Group Name] cratesevent.admin Automation: If you want the event to start on its own on a timer, I would recommend you a plugin to help you do that. uMod - Timed Execute by misticos Go into the TimedExecute.json config and in TimerRepeat add - "startCratesEvent": Timer in seconds For Example: "TimerRepeat": { "startCratesEvent": 300 } This will start the event every 5 minutes.
  6. Sabby

    Bradley Tiers

    Version 1.1.4


    Bradleys now spawn in Tiers with small config and lootcrate spawn options. Features : Spawns as Easy,Medium,Hard or Nightmare Tiers Easy configuration and setup BradleyGuards and BradleyOptions will disable their HP and Cratedrop settings automaticly (Krungh Crow versions). Works on any Bradley no exceptions Spawn and Kill Messages Option to make a vanilla bradley spawn instead of a Tiered one at random. Set a extra reward in the form of Economics or ServerRewards Support for Tiered loot systems (using it set to false by default) v1.0.3 Showing Bradley tier on 1st damage then after each 2 minutes will show it again. Issues with other plugins!!! If you are using other bradley plugins changing the HP and Crate drop ammounts do the following Look for settings to change amount of crates to drop inside the other plugins cfg and set this to 0 Look for settings to change Health inside the other plugins cfg and change this to 0 For Other Devs/Plugins : To work with BradleyTiers the following can be done [PluginReference] Plugin BradleyOptions, BradleyTiers; if (!BradleyTiers || !BradleyOptions) { bradley.maxCratesToSpawn = 4; bradley._maxHealth = 2000; bradley.health = bradley._maxHealth; Puts("Bradley[Tiers/Options] not installed using BradleyGuards Crate and HP settings"); } if (BradleyTiers || BradleyOptions) { Puts("Bradley[Tiers/Options] installed skipping Crate and HP settings"); } Todo : (For Future updates) killmessages (Added in V1.0.1) GUIAnnouncements (Added in V1.0.1) Side events Permissions : bradleytiers.use : To be able to use the /bt info chatcommand Commands : /bt info : Just prints plugin info version and author to chat Configuration : Want a certain item to spawn as a blue print just add .bp behind its shortname ! { "Main config": { "Debug": false, "Chat Prefix": "[<color=yellow>Bradley Tiers</color>] ", "Use GUIAnnouncement": false, "Reply to player in chat on attack": true, "Reply to player in chat on reward": true, "Show kills/spawns in Global chat": true, "Use Notify": false, "Notify profile ID": 0, "Include Vanilla Bradley": false }, "Tier Names": { "Vanilla": "Vanilla", "Easy": "Easy", "Medium": "Medium", "Hard": "Hard", "Nightmare": "Nightmare" }, "Kill Rewards": { "Use Economics?": false, "Use ServerRewards?": false, "Vanilla amount": 500, "Easy amount": 1000, "Medium amount": 1500, "Hard amount": 2000, "Nightmare amount": 2500 }, "Loot Tables": { "Use lootsystem": true, "Use Random Skins": false }, "Easy Bradley": { "Bradley Health": 2000, "Bradley Max Fire Range": 100, "Bradley Throttle Responce": 1.0, "Bradley Accuracy (0-1)": 0.6, "Bradley Damage scale (0-1)": 0.6, "Bradley Max crates after kill": 4, "Spawn Min Amount Items": 2, "Spawn Max Amount Items": 6, "Loot Table": [ { "shortname": "ammo.pistol", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.fire", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.explosive", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.incendiary", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.shotgun", "amount": 12, "skin": 0, "amountMin": 8 }, { "shortname": "explosive.timed", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "explosives", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pistol.m92", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "shotgun.spas12", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pickaxe", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "hatchet", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "can.beans", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "can.tuna", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "black.raspberries", "amount": 5, "skin": 0, "amountMin": 3 } ] }, "Medium Bradley": { "Bradley Health": 4000, "Bradley Max Fire Range": 100, "Bradley Throttle Responce": 1.0, "Bradley Accuracy (0-1)": 0.75, "Bradley Damage scale (0-1)": 0.7, "Bradley Max crates after kill": 5, "Spawn Min Amount Items": 2, "Spawn Max Amount Items": 6, "Loot Table": [ { "shortname": "ammo.pistol", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.fire", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.explosive", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.incendiary", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.shotgun", "amount": 12, "skin": 0, "amountMin": 8 }, { "shortname": "explosive.timed", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "explosives", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pistol.m92", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "shotgun.spas12", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pickaxe", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "hatchet", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "can.beans", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "can.tuna", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "black.raspberries", "amount": 5, "skin": 0, "amountMin": 3 } ] }, "Hard Bradley": { "Bradley Health": 10000, "Bradley Max Fire Range": 100, "Bradley Throttle Responce": 1.0, "Bradley Accuracy (0-1)": 0.8, "Bradley Damage scale (0-1)": 0.85, "Bradley Max crates after kill": 8, "Spawn Min Amount Items": 2, "Spawn Max Amount Items": 6, "Loot Table": [ { "shortname": "ammo.pistol", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.fire", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.explosive", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.incendiary", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.shotgun", "amount": 12, "skin": 0, "amountMin": 8 }, { "shortname": "explosive.timed", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "explosives", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pistol.m92", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "shotgun.spas12", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pickaxe", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "hatchet", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "can.beans", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "can.tuna", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "black.raspberries", "amount": 5, "skin": 0, "amountMin": 3 } ] }, "Nightmare Bradley": { "Bradley Health": 15000, "Bradley Max Fire Range": 100, "Bradley Throttle Responce": 1.0, "Bradley Accuracy (0-1)": 0.85, "Bradley Damage scale (0-1)": 1.0, "Bradley Max crates after kill": 12, "Spawn Min Amount Items": 2, "Spawn Max Amount Items": 6, "Loot Table": [ { "shortname": "ammo.pistol", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.fire", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.pistol.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.explosive", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.hv", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.rifle.incendiary", "amount": 5, "skin": 0, "amountMin": 5 }, { "shortname": "ammo.shotgun", "amount": 12, "skin": 0, "amountMin": 8 }, { "shortname": "explosive.timed", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "explosives", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pistol.m92", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "shotgun.spas12", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "pickaxe", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "hatchet", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "can.beans", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "can.tuna", "amount": 3, "skin": 0, "amountMin": 1 }, { "shortname": "black.raspberries", "amount": 5, "skin": 0, "amountMin": 3 } ] } } Localisation : English language file included to use a different language just make a new file in the language folder. { "Bradley": "Bradley", "Destroyed": "finally destroyed the", "Info": "\n<color=green>Available Commands</color>\n<color=green>/bt info</color> : Shows info on version/author and commands", "InvalidInput": "<color=red>Please enter a valid command!</color>", "KillRewardMessage": "You recieved {0}$ for Destroying the {1} BradleyApc", "AttackMessage": "You are taking on a {0} Bradleyapc", "Version": "Version : V", "NoPermission": "<color=green>You do not have permission to use that command!</color>", "KillNotification": "<color=orange>{0}</color> Destroyed a {1} BradleyApc", "SpawnMessage": "A {0} Bradley has spawned around {1}" }
  7. Sabby

    Bradley Guards

    Version 1.4.8


    BradleyGuards minigame will make more fun of the boring Bradley. Spawning bombs molotovs and a Tank Crew Features : Minigame with Scientist NPC spawning after Bradley gets destroyed and various events during its attack phase It will throw random Bombs and Molotov when attacked. Hardmode will throw the Bombs and Molotov towards player instead around the Bradley When destroyed the Bradley does a close range Last Ditch Effort if the Driver is still alive and gets a last air support As of version 1.1.1 napalm support will be set to target player instead of Bradley position Give the NPC the choice of using some predefined outfits or use the vanilla Scientist Outfits Predefined weapon or a different weapon through config if using outfits Crew will be Despawned upon plugin unload or reload Compatible with NPCKITS Support for BetterNpcNames (v1.0.2 and higher) Support for Kits Permission system Warnings : backup your configs before plugin updates This is not compatible with BradleyControl Plugin !!!!! (since version 1.0.5) Version 1.4.0 has new options for MLRS and Convoy Bradleys "External Plugins": { "Armored Train : Can spawn Guards": false, "Armored Train : Can trigger Events": false, "Convoy : Can spawn Guards": false, "Convoy : Can trigger Events": false, }, "Last Ditch Effort MLRS rocket Amount": 15 Permissions : BradleyGuards.ShowMessages (to show interaction messages) BradleyGuards.ShowKillMessages (to show messages after bradley is destroyed) BradleyGuards.Admin (For the spawncommand) (added in 1.0.5) Commands : (new in V1.0.5) /bginfo : Shows the available commands/version/author Logfiles : Log files are found in the oxide.logs folder Will log the Player and info regarding the spawns after destroying the Bradley Configuration : Example config below : { "Global NPC dont target": true, "External Plugins": { "Armored Train : Can spawn Guards": false, "Armored Train : Can trigger Events": false, "Convoy : Can spawn Guards": false, "Convoy : Can trigger Events": false, "BetterNpcNames : Driver Title": "Pilot", "BetterNpcNames : Guard Title": "Commander", "BetterNpcNames : Gunner Title": "Grunt" }, "Bradley Settings": { "Change Values": true, "Bradley Health": 2222, "Bradley Max Fire Range": 100, "Bradley Throttle Responce": 1.0 }, "Bradley Loot": { "Change Values": true, "Bradley Max crates after kill": 4 }, "Bradley Canon": { "Change Values": true, "Bradley Canon Fire delay": 0.3, "Bradley Canon Firerate": 0.25 }, "Bradley Machinegun": { "Change Values": true, "Bradley Machinegun Bullet Damage": 15, "Bradley Machinegun Firerate": 0.06667 }, "Event Settings": { "Bradley Crew Max Spawn Distance": 10, "Bradley Crew Max Roam Distance": 20, "Bradley Crew Body to Bags": true, "Max throwing range of a Grenade": 25.0, "Max Grenades per trigger": 1, "Max throwing range of a Molotov": 25.0, "Max Molotovs per trigger": 1, "Hard Mode : Throws towards player (Grenades)": true, "Hard Mode : Max Grenades per trigger": 1, "Hard Mode : Max radius of a Grenade on player": 15.0, "Hard Mode : Throws towards player (Molotovs)": true, "Hard Mode : Max Molotovs per trigger": 1, "Hard Mode : Max radius of a Molotov on player": 15.0, "Napalm Support": true, "Napalm Support Area Radius": 25.0, "Napalm Support Rocket Amount": 3, "Napalm Support Rocket Height": 150, "Last Ditch Effort Rocket Amount": 0, "Last Ditch Effort Grenade Amount": 5, "Last Ditch Effort MLRS rocket Radius": 15, "Last Ditch Effort MLRS rocket Amount": 15, "Last Ditch Effort Hard Mode : targets player location": true }, "Tank Crew Driver": { "Tank Driver Health": 450.0, "Tank Driver Lifetime (minutes)": 1.0, "Tank Driver Damage multiplier": 1.0, "Tank Driver Spawn Chance 0-1": 1.0, "Tank Driver Spawn Amount": 5, "Tank Driver Use Outfit": true, "Tank Driver Use other gun with outfit": false, "Tank Driver gun short prefabname": "smg.mp5", "Tank Driver gun skin id": 0, "Tank Driver Use kit (clothing)": false, "Tank Driver Kit ID": "" }, "Tank Crew Guards": { "Tank Guards Health": 800.0, "Tank Guards Lifetime (minutes)": 1.0, "Tank Guards Damage multiplier": 1.0, "Tank Guards Spawn Chance 0-1": 1.0, "Tank Guards Spawn Amount": 3, "Tank Guards Use Outfit": true, "Tank Guards Use other gun with outfit": false, "Tank Guards gun short prefabname": "smg.mp5", "Tank Guards gun skin id": 0, "Tank Guards Use kit (clothing)": false, "Tank Guards Kit ID": "" }, "Tank Crew Gunners": { "Tank Gunners Health": 600.0, "Tank Gunners Lifetime (minutes)": 1.0, "Tank Gunners Damage multiplier": 1.0, "Tank Gunners Spawn Chance 0-1": 1.0, "Tank Gunners Spawn Amount": 3, "Tank Gunners Use Outfit": true, "Tank Gunners Use other gun with outfit": false, "Tank Gunners gun short prefabname": "smg.mp5", "Tank Gunners gun skin id": 0, "Tank Gunners Use kit (clothing)": false, "Tank Gunners Kit ID": "" } } Localization : English language file included to use a diffrent language just make a new file in the language folder. { "BradleyDriver": "<color=yellow>Bradley Driver : </color>Damnit i just washed it!", "BradleyGuards": "<color=yellow>Bradley Guard : </color>Stay away from our Bradley!", "BradleyGunner": "<color=yellow>Bradley Gunner : </color>Prepare to die!", "BradleyDriverBomb": "<color=yellow>Bradley Driver : </color>Catch this!", "BradleyGunnerFire": "<color=yellow>Bradley Gunner : </color>Fire in the hooole!", "BradleyNapalmSupport": "<color=yellow>Bradley Operator : </color>Support incomming!" } API : bool IsBradleyNpc(global::HumanNPC npc) example call : object OnEntityDeath(global::HumanNPC npc, HitInfo info) { if (npc == null) return null; if (BradleyGuards.Call<bool>("IsBradleyNpc", npc)) { Puts($"Target : {npc} net.ID : [{npc.net.ID}] Event : BradleyGuards NPC"); } return null; } Changes made in 1.0.5 !!! Updated/Cleaned/Organized the Documentation. Added lifetime for each individual Crew Added use of kits + checks (if incorrect kit name Crew will spawn with default scientist or heavy scientist outfit). Changed the Npc Naming so they can be shown correctly with AdminRadar Added prefix and chaticon to chat messages (language file changed so delete it before updating to avoid weird chat messages). Added max roam range for the Bradley Crew Bradley Crew will now despawn when plugin gets unloaded/reloaded Removed the death sound when a npc dies. Fixed : Bradley will now ignore scientists from junkpiles added cfg : Tank Crew Lifetime (minutes) added cfg : Damage multiplier for each driver/guards/gunners added cfg : Napalm Support Rocket Height added cfg : Use kit (clothing) (for each driver/guards/gunners) added cfg : Kit ID (for each driver/guards/gunners) added cfg : Bradley Crew max roam range
  8. Version 0.5.1


    A simple plugin to spawn a mini copter for yourself. Limits to one mini copter per player with optional cooldown (using permission). Uses: NoEscape, Friends, Clans (optional) Permissions myminicopter.spawn -- Allows player to spawn a mini copter (/mymini) myminicopter.fetch -- Allows player to use /gmini retrieve their mini copter myminicopter.where -- Allows player to use /wmini to locate their mini copter (NEW!) myminicopter.admin -- Allows an admin to run console commands (may change) myminicopter.cooldown -- Adds a cooldown to player myminicopter.unlimited -- Player can fly without fuel usage (will need to add at least 1 LGF unless "Allow unlimited to use fuel tank" is set to false) myminicopter.canhover - Player can toggle hovering on or off using /hmini or keystrokes Chat Commands /mymini -- Spawn a mini copter /nomini -- Despawn mini copter /wmini -- Find mini copter /gmini -- Get/fetch mini copter /hmini -- Toggle hovering Console Commands spawnminicopter <player ID> killminicopter <player ID> For Developers (void) SpawnMyMinicopter (BasePlayer player) (void) KillMyMinicopterPlease (BasePlayer player) no return value; Configuration { "Global": { "allowWhenBlocked": false, "useCooldown": true, "useNoEscape": false, "useFriends": false, "useClans": false, "useTeams": false, "copterDecay": false, "allowDamage": true, "killOnSleep": false, "allowFuelIfUnlimited": false, "allowDriverDismountWhileFlying": true, "allowPassengerDismountWhileFlying": true, "stdFuelConsumption": 0.25, "cooldownmin": 60.0, "mindistance": 0.0, "gminidistance": 0.0, "minDismountHeight": 7.0, "startingFuel": 0.0, "allowRespawnWhenActive": false, "debug": false, "Prefix": "[My MiniCopter] :", "TimedHover": false, "DisableHoverOnDismount": true, "EnableRotationOnHover": true, "PassengerCanToggleHover": false, "HoverWithoutEngine": false, "UseFuelOnHover": true, "HoverDuration": 60.0, "UseKeystrokeForHover": false, "HoverKey": 134217728, "StopEngineOnGMini": false }, "VIPSettings": { "myminicopter.viplevel1": { "unlimited": false, "canloot": true, "stdFuelConsumption": 0.15, "startingFuel": 20.0, "cooldownmin": 120.0, "mindistance": 0.0, "gminidistance": 0.0 } }, "Version": { "Major": 0, "Minor": 4, "Patch": 7 } } Global: `allowWhenBlocked` -- Set to true to allow player to use /mymini while building blocked `useCooldown` -- Enforce a cooldown for minutes between use of /mymini. `useNoEscape` -- Use the NoEscape plugin to check and prevent command use while "raid blocked" per that plugin `useFriends` -- Use Friends plugin to control mount access `useClans` -- Use Clans plugin to control mount access `useTeams` -- Use Rust teams to control mount access `copterDecay` -- Enable decay `allowDamage` -- Enable/allow damage (pre-0.4.0 standard and current default) `killOnSleep` -- Kill the copter when the user leaves the server `allowFuelIfUnlimited` -- Allow unlimited permission users to add fuel anyway. NOTE: They will not be given fuel to start the copter in this case. Otherwise, it could be abused to create fuel by repeatedly running /mymini and /nomini. Minor, but still a thing. `allowDriverDismountWhileFlying` -- Allow the driver to dismount while flying above minDismountHeight. `allowPassengerDismountWhileFlying` -- Allow passenger to dismount while flying above minDismountHeight. `allowRespawnWhenActive` -- If true, /mymini will destroy and rebuild the player's mini. If false, the player should get a warning that they already have a mini. `stdFuelConsumption` -- Adjust fuel consumption per second from standard amount (0.25f) `cooldownmin` -- Minutes to wait between usage of /mymini `mindistance` -- Miniumum distance to copter for using /nomini `gminidistance` -- Miniumum distance to copter for using /gmini `minDismountHeight` -- Miniumum height for dismount (for allow rules above) `startingFuel` -- How much fuel to start with for non-unlimited permission players (default 0) NOTE: This can be abused, but that's your call. `Prefix` -- Prefix for chat messages (default [MyMiniCopter: ]) `TimedHover` -- Use a timer to limit how long a copter can remain in hover mode `DisableHoverOnDismount` -- Disable hover if no players are seated `EnableRotationOnHover` -- Allow the driver to rotate the copter while hovering `PassengerCanToggleHover` -- Allow the passenger to toggle hovering `HoverWithoutEngine` -- Hover with engine stopped `UseFuelOnHover` -- Use fuel while hovering `HoverDuration` -- How long the copter will hover if TimedHover is true `UseKeystrokeForHover` -- Allow use of middle mouse button (by default) to toggle hovering `HoverKey` -- Set the key used for hover toggling (default is middle mouse button) `StopEngineOnGMini` -- Set to true to both stop the engine on a mini AND dismount players seated on it when running /gmini. However, if the copter is over 10m off the ground, it will still show a message that the copter is flying instead. (More to come here...) VIPSettings -- Override specific values for members with the named permission. See the example config. Set "Value in meters" for gmini or nomini to 0 to disable the requirement (default). Notes on hovering The player/owner must have the myminicopter.hover permission. Some code was borrowed from HelicopterHover but modified for our purposes. Essentially, the parts that maintain height and control fuel usage are from that plugin. See the plugin code for more details. Fuel usage is still disabled if the player has the unlimited permission. While hovering, if UseKeystrokeForHover is enabled, the driver can click the middle mouse button to toggle hovering on and off. Also, if UseKeystrokeForHover is enabled, the BACK button (S) will become the stabilzation button while hovering. This allows the player to automatically right the minicopter. If UseKeystrokeForHover is NOT enabled (false), then neither of these functions work. To toggle hovering in that case, use the /hmini chat command. If you want to use another key instead of MMB, you must use one that the game will actually send. This is generally limited to WASD, Shift, Ctrl, and perhaps a few others. Be careful not to interfere with other player motion commands, map, etc. Future Plans health workaround check console commands input/NRE
  9. _senyaa

    Water Bikes

    Version 1.4.0


    This plugin adds jet skis with customizable physics! Chat Commands /waterbike - Spawns waterbike near player (requires waterbikes.spawn permission) /waterbike remove - despawns player's water bike (requires waterbikes.despawn permission) /buywaterbike - allows player to buy water bike item and deploy it later (requires waterbikes.buy permission) Console Commands givewaterbike <amount> <player name> - give specified amount of water bikes to specified player (can be run in the server console or by player with waterbikes.admin permission) Admin Chat Commands (requires waterbikes.admin permission) /waterbike_debug - show buoyancy points Each buoyancy point has force and size parameters Permissions waterbikes.admin - admin permission waterbikes.spawn - allows players to spawn a water bike via /waterbike waterbikes.buy - allows players to buy water bike deployable via /buywaterbike waterbikes.free - allows players to use /waterbike for free (if price is not 0) waterbikes.despawn - allows players to despawn a water bike via /waterbike remove Localization English Russian Configuration Example WaterBikes.json (some parts are shortened) { "(1.1) Waterbike price (set value to 0 to make it free, use ServerRewards or Economics as a shortname to use RP points or Economics balance respectively)": { "ShortName": "scrap", "Amount": 75, "SkinID": 0 }, "(1.2) Spawn cooldown (in seconds)": 120, "(1.3) Allow only 1 water bike per player": false, "(1.4) Allow spawning water bikes only on beaches": false, "(1.5) Amount of water bikes /buywaterbike command gives": 1, "(1.6) Starting fuel": 0, "(2.1) Allow picking up the water bike only in building privilege": false, "(2.2) How much HP is reduced when the water bike is picked up (0-100)": 25.0, "(2.3) Water bike item name": "Water Bike", "(2.4) Water bike item skin ID": 2935987835, "(2.5) Water bike item ID": 794443127, "(3.1) Make all snowmobiles waterbikes": true, "(3.2) Allow waterbikes to drive on land": true, "(4.1) Enable 'boost' button (Left Shift)": false, "(4.2) 'Boost' button thrust": 10000.0, "(4.3) 'Boost' duration (seconds)": 5.0, "(4.4) 'Boost' cooldown (seconds)": 30.0, "(5.1) Engine thrust": 5000, "(5.2) Engine thrust on land": 49, "(5.3) Move slowly on grass or roads": true, "(5.4) Steering scale": 0.05, "(5.5) Automatically flip water bikes": false, "(5.6) Off axis drag": 0.35, "(5.7) Buoyancy force": 730.0, "(6.1) Waterbike prefab": "assets/content/vehicles/snowmobiles/tomahasnowmobile.prefab", "(6.2) Thrust point position": { "x": -0.001150894, ... }, "(6.3) Buoyancy points": [ { "Position": { "x": -0.62, ... }, "Size": 1.3 }, ... ] } API BaseEntity SpawnWaterbike(Vector3 position, Quaternion rotation) Item CreateWaterbikeItem()
  10. Version 1.1.12


    This plugin adds 2 new deployable turrets and IR-traps. Overview Anti-Aerial turret This turret can be accessed via computer station. It has several modes Automatic - shoots multiple homing rockets, which will follow the target Manual (single) - shoots a single rocket Manual (burst) - shoots multiple If the turret is in automatic mode it waits for target. To acquire target player needs to place the crosshair on it and wait some time, which is configured here -> ([AA Turret] Target acquiring time (seconds)). After that the turret will follow the target and player can shoot by pressing Middle Mouse Button. Manual modes just shoot regular rockets. Machine gun Turret This turret can be mounted by pressing E on any of its parts (such as pipes etc.). Players can just aim and shoot. Ammo type can be configured here -> [Machine Gun Turret] Ammo type (short prefab name, must be one of 5.56 Rifle ammo). IR-Traps IR-traps (or flares) are used as a counter-measure to the anti-aerial turret. They can be loaded in the fuel storage of minicopter or scrap heli and can be deployed by pressing E. Stack sizes, amount per use and cooldown are configurable. IR-Traps can also affect SAM sites, this option can be enabled here -> [IR Trap] Affects SAM Sites (true/false) Commands Chat Commands /aaturret - buy anti-aerial turret (requires mountableturrets.aaturret.give permission) /mgturret - buy machine gun turret (requires mountableturrets.machinegun.give permission) Admin Chat Commands Following commands require mountableturrets.admin permission to work. See "Permissions" chapter for more info. /mt command must be ran a monument you want to modify. Positions are saved relative to the monument and persist even after a wipe or a map change. /mt (requires mountableturrets.admin permission) /mt add aa - spawns anti-aerial turret on a monument /mt add mg - spawns machine gun turret on a monument /mt add comp - spawns computer station on a monument, which gets automatically linked to anti-aerial turrets /mt remove - removes turret/computer station from the monument /mt reset - clears all data for a monument Admin Console Commands giveaaturret <player name> - gives anti-aerial turret to specified player givemgturret <player name> - gives machine gun turret to specified player Permissions mountableturrets.admin - allows usage of giveaaturret, givemgturret and /mg commands mountableturrets.aaturret.give - allows players to buy AA turret using /aaturret mountableturrets.aaturret.free - allows players to get AA turret for free using /aaturret (give permission is still needed) mountableturrets.machinegun.give - allows players to buy machine gun turret using /mgturret mountableturrets.machinegun.free - allows players to get machine gun turret for free using /mgturret (give permission is still needed) Localization This plugin has built-in support for the following languages - English Russian Configuration Example of MountableTurrets.json (some parts are shortened) { "PVE Mode (true/false)": false, "[AA Turret] Price (set value to 0 to make it free, use ServerRewards as a key to use RP points)": { "Key": "scrap", "Value": 500 }, "[AA Turret] Item Skin ID (Workshop ID)": 2849176835, "[AA Turret] Item Name": "Anti-Aerial Turret", "[AA Turret] Cooldown between shots (seconds)": 10.0, "[AA Turret] Rocket fuse length (seconds)": 10.0, "[AA Turret] Rocket fuse length (meters)": 450.0, "[AA Turret] Entities that turret is able to lock on to (short prefab name)": [ "minicopter.entity", "scraptransporthelicopter", "hotairballoon" ], "[AA Turret] Target acquiring time (seconds)": 0.6, "[AA Turret] Rocket initial velocity (meters per second)": 30.0, "[AA Turret] Interval between shots in Burst mode (seconds)": 0.4, "[AA Turret] Rocket explosion radius (meters)": 5.0, "[AA Turret] Movement Speed Fast": 3.7, "[AA Turret] Movement Speed Normal": 2.0, "[AA Turret] Movement Speed Slow": 1.0, "[Machine Gun Turret] Price (set value to 0 to make it free, use ServerRewards as a key to use RP points)": { "Key": "ServerRewards", "Value": 250 }, "[Machine Gun Turret] Item Skin ID (Workshop ID)": 2849176974, "[Machine Gun Turret] Item Name": "Machine Gun Turret", "[Machine Gun Turret] Ammo type (short prefab name, must be one of 5.56 Rifle ammo)": "ammo.rifle", "[IR Trap] Stack size": 12, "[IR Trap] Amount per use": 2, "[IR Trap] Cooldown (seconds)": 3.0, "[IR Trap] Initial velocity (meters per seconds)": 20.0, "[IR Trap] Fuse length (seconds)": 10.0, "[IR Trap] Affects SAM Sites (true/false)": true, "[IR Trap] SAM Site blind time (seconds)": 5.0, "[IR Trap] Show IR-Trap hint UI (true/false)": true, "[IR Trap] Deploy positions": { "minicopter.entity": [ { <..> } <..> ] }, "[Misc] Spawn positions on other entities (full prefab name)": { "assets/content/vehicles/modularcar/module_entities/2module_flatbed.prefab": [ { "Type": "MachinegunTurret", "Position": { <..> }, "Rotation": { <..> } } ], "assets/content/vehicles/train/trainwagonb.entity.prefab": [ <..> }, "[Misc] UI Images (leave names intact)": { <...> } } API BaseEntity SpawnAATurret(Vector3 position, Quaternion rotation) // spawns anti-aerial turret BaseEntity SpawnMachinegunTurret(Vector3 position, Quaternion rotation) // spawns machinegun turret void DestroyTurret(BaseEntity turret) // destroys the turret Credits Thanks to Vitek & Nikitos for helping me with this plugin!
  11. Version 1.0.0


    Gives players the option to activate Smart Switches with in game gestures. This allows you do to things like: Clap to turn the lights on Wave to open a gate Turn on a turret unless you are surrendering! Whatever else you can think of! How to Use Its very simple and intuitive to use this plugin. No clunky commands or complicated setup. However it does require that you have a basic understanding of how to use electricity in Rust. Make sure you have BOTH permissions. Place a Smart Switch, hook it up with a power source, and an output. You can make the output whatever you like, I recommend a light for an easy example. Hit the newly placed Smart Switch with a hammer, this will open up the new gesture configuration menu. Select whatever gesture(s) you want this switch to activate with. Then at the bottom of the menu, hit the button so that it reads "NO AUTH" (text may differ depending on your localization configuration). This is to ensure that you will not need building rights in order to activate this switch (if you have building rights then you can leave it on "REQUIRE AUTH". Close the menu using the X button in the top right. Open the gesture wheel and perform one of the gestures you configured to activate this switch with. If it is properly wired up, it should turn on! Features Adds a new UI for Smart Switches that fits in with the Rust UI aesthetic and can be accessed by hitting the Smart Switch with a hammer The Smart Switch can be setup to toggle with ANY combination of Rust gestures Can also be configured to only activate for those who are authed on the tool cupboard (if desired) Permissions gesturetoactivate.set - required to configure smart switches with gestures gesturetoactivate.use - required to activate an already configured smart switch with a gesture Note: If you want to test this plugin out you will need BOTH of these! Commands None! - Okay there is a few, but they are only used by the UI, so you don't need to worry about them (players cannot use them). The only one you might want to know if is: gta.close - this will force close the UI menu in the event that it is stuck and the close button is not working (shouldn't happen) Default Config Activation Delay - This is the time it takes for the switch to toggle after using a gesture (in seconds). Activation Range - The distance a switch can be activated with a gesture from. Gesture Images - You can change the icon of each of the gestures here (in case these links stop working). Message Avatar ID - If you have Show Messages enabled, you can change the icon in which these messages will be displayed. Put a Player ID or Steam Profile ID here. Show Messages - Set to false if you do not wish to see any of the chat messages displayed by the plugin. UI Open SFX - The sound effect that is played when the gesture menu is opened. Set to "" to disable. UI Updated SFX - The sound effect that is played when the gesture menu is closed. Set to "" to disable. { "Activation Delay (seconds)": 1.0, "Activation Range": 20.0, "Gesture Images": { "Gesture.Clap": "https://imgur.com/RWp140k.png", "Gesture.Friendly": "https://imgur.com/6S3Pdrs.png", "Gesture.Hurry": "https://imgur.com/GUPm19I.png", "Gesture.Ok": "https://imgur.com/R9UdmRO.png", "Gesture.Point": "https://imgur.com/yKykIMu.png", "Gesture.Shrug": "https://imgur.com/i3CFKyN.png", "Gesture.ThumbsDown": "https://imgur.com/nwaSJ0h.png", "Gesture.ThumbsUp": "https://imgur.com/ILzUCzR.png", "Gesture.Victory": "https://imgur.com/3XiFdcE.png", "Gesture.Wave": "https://imgur.com/NCRI1pT.png" }, "Message Avatar ID": 0, "Show Messages": true, "UI Open SFX": "assets/prefabs/locks/keypad/effects/lock.code.unlock.prefab", "UI Updated SFX": "assets/prefabs/locks/keypad/effects/lock.code.updated.prefab" } Default Localization (English) { "Directions": "Select the gestures that can activate this Smart Switch.", "Require Auth": "REQUIRE AUTH", "No Auth": "NO AUTH", "No Perm": "You do not have permission to set gesture activation for this object.", "Set Gestures": "You can setup this Smart Switch to be controlled with gestures. Hit it with a hammer to configure these settings." } Donation Link Buy me a coffee here!
  12. Version 1.0.3


    Introducing portable 3 x 3 bases in a box - that you can carry in your inventory! Deploy them and open them to go inside - to store, craft, smelt, grow, party... live. Expand and maintain the upkeep to protect from raiders. Pick them up and deploy somewhere else. Think outside of the box... and inside too! Questions? Support? Join the discord: https://discord.gg/jYdnT2N WATCH THE TUTORIAL BY SRTBULL! AS FEATURED BY SHADOWFRAX! (around 0:55 mark) Just like the TARDIS from Doctor Who, they're bigger on the inside! In the "real" Rust world, an entire 9x9x9 metre large (over 25000 cubic foot) Pocket Dimension fits neatly inside of a Small Wooden Box. You can skin that box any way you like to camouflage or disguise it - whatever the player's Workshop Skins / server skin plugins allow. Players can convert existing buildings into Pocket Dimensions easily with one button in the Tool Cupboard's UI. Or if that's too much of an effort, entire, fresh, ready-to-be-moved-in Copy Paste files can be sold as boxes with your own, custom defined skin - this is entirely optional and requires Copy Paste, more on that in the dedicated section below. Whether to allow either approach is entirely up to your configuration. By default, the configuration allows raiding the Pocket Dimensions in several different ways - but if you're planning on running this plugin on a PVE server and you don't want any of that, there's many configuration options that can be adjusted to enhance your server experience. Both styles of servers have their own dedicated sections on this page - just read below. Make sure you maintain the integrity of your Pocket Dimension! If any of the external structures (wall/doorway) of the Pocket Dimension building either 1) decays 2) is raided 3) is removed by an admin/plugin, or 4) the box housing the dimension itself gets destroyed, the Dimension will Collapse, teleporting all players inside of it, and dropping all contents of storage containers, turrets, the Tool Cupboard, and anything else that can store any items, to the location where the box is/was last deployed. Easy come, easy go! You can pick the Pocket Dimension boxes up and move them somewhere else at any time, and everything will still be there. You can even deploy Pocket Dimensions inside Pocket Dimensions inside Pocket Dimensions... a box-ception! By default, the configuration does not allow picking up boxes with players inside of them, but you can toggle this setting. Quick Start As an admin: make sure you grant your groups/players appropriate permissions from the list below. Make sure Copy Paste, No Escape and Server Rewards / Economics are loaded in and configured properly, if you're planning on utilising any of the extended capabilities. More on the support for those plugins below. That also goes for any potentially compatible plugins that dispense/support skinned box templates from the config, like Kits or Shop by Mevent, or Copy Paste - based plugins, like Raidable Bases. As a player: make a 3 x 3 x 3 cube that meets the validity requirements (more on that below) - if you have the proper permission and the appropriate amount of required currency, open the Tool Cupboard and press the pink "Convert to Pocket Dimension" button. If built correctly, you will now receive a box containing that entire cube inside. Alternatively, deploy a new Small Wooden Box skinned with a skin ID mentioned in the config that references a valid Copy Paste template - no construction by players necessary, but still possible. This plugin comes with several pre-built, already known to be valid Pocket Dimensions, ready to be enjoyed by your players. Permissions (Oxide.Grant user YourName [permission name starting with pocketdimensions.]) This plugin utilises the plain Oxide permission system. For a quick setup on a typical server, grant yourself the pocketdimensions.admin permission, and grant the default group in Oxide the pocketdimensions.player.all permission. pocketdimensions.admin - this permission is required to execute the admin commands mentioned in the section Admin Commands just below this section. pocketdimensions.player.all - this permission is the quick-start equivalent of giving all 4 permissions mentioned below. Don't grant this if you want a more customised permission setup. For example, if you don't want to allow respawning inside and converting by players, and you only want to allow deployment/pickup and entering/exiting, use the combination of the 4 permissions below. pocketdimensions.deploy.pickup - holders of this permission can deploy and pick up Pocket Dimension boxes, be it already existing ones and fresh ones based on skin ID/Copy Paste file combo in your config. Of course, this takes into account building block/other conditions, too. pocketdimensions.player.enter.exit - holders of this permission can enter Pocket Dimensions by opening their boxes, and exit them by interacting with their portals. If a player doesn't have that permission, they will be informed upon opening/interaction, and barred from traversing in/out. pocketdimensions.player.convert - holders of this permission can create new Pocket Dimensions by converting an existing building from its Tool Cupboard's UI - as long as they have the required amount of currency (certain required item / Server Rewards / Economics), and the building itself meets the structural requirements. Players without this permission won't even see the conversion button in the UI. pocketdimensions.player.respawn - holders of this permission can respawn on bags, beds and towels deployed inside Pocket Dimensions. If a player doesn't have that permission, and a bag is deployed by them (or someone else bags them in) inside a Pocket Dimension, the players will not see that bag on their Death Screen as a possible respawn location. Admin Commands (require the pocketdimensions.admin permission) These commands can be executed both from console and the chat - in case of chat, they must be prefixed with a forward slash ( / ), and in case of console, no forward slash. /pd.check Come close to a TC and look directly at it, then issue this command from the chat or F1 console. It will perform the validity check without actually converting anything. If any problems are found, it will tell you exactly what's wrong. Useful for making your own Copy Paste templates. /pd.convert Come close to a TC and look directly at it, then issue this command from the chat or F1 console. It will first perform the validity check. If any problems are found, it will tell you exactly what's wrong. Then, if no problems are found, it will convert the building into a Pocket Dimension and you will receive it as a deployable Small Wooden Box item. /pd.lostnfound When a Pocket Dimension Item despawns, is recycled, is placed in a container that gets destroyed, or is otherwise removed from the world, the Dimension that it represents will be marked as "lost". This special marking will NOT happen as long as the Item still exists in a container (including players' inventories) somewhere in the World. Pocket Dimensions marked as "lost" can then be reclaimed as a newly created Item tied to the building by an admin, deployed and inspected, and given back to the rightful owner... or Collapsed by the admin, if the admin has a hunch that the player "lost" their dimension on purpose so nobody would be able to access anything while the player was offline. Using this command will either give you ALL newly reclaimed box items (so make sure you have room in your inventory), or it will tell you there's nothing in the lost-and-found to be reclaimed. /pd.givebox [skin ID or Copy Paste filename] [optionally: player partial name / full steam ID] Use this command to create a Small Wooden Box item, skinned with a special skin mentioned in your config, and then given to a player. A new Pocket Dimension based on the Copy Paste template will be created inside of that box the first time it's deployed somewhere. This command requires Copy Paste to be installed to work properly, and a properly set up Skin ID - to - Copy Paste filename entries in your config. The filenames mentioned must exist in your Copy Paste data folder, too. Use the first parameter to identify the template mentioned in your Copy Paste section of the config either by its skin ID or its Copy Paste file name. Multiple skin IDs can lead to the same Copy Paste filename, so if you're identifying the template by filename, the skin ID of the first entry in your config that leads to this file name will be picked as the skin of the newly created and given box. If the optional second parameter is not provided, it will be assumed a freshly skinned box should be given to the player executing this command - typically an admin. This command can be used by plugins that support executing commands with the STEAM ID or player name parameter. /pd.emergencycleanup Use this as a last resort to completely get rid of ALL Pocket Dimensions entities on the server for whatever reason. This is a very experimental plugin after all and things COULD go wrong... This includes all the Pocket Dimension buildings, their contents, loot inside of them, and the boxes containing Pocket Dimensions deployed in the world. If a dimension was not deployed as a box, but held as an Item in a container, those items will NOT be removed, but when deployed, the player will be informed that its associated Pocket Dimension was raided or decayed away. USE WITH CAUTION, THIS COMMAND CANNOT BE UNDONE. Those are all the admin commands so far. There's no player commands, as I consider them to be the last resort option when there's just no other elegant way of player input/interaction. What makes buildings "valid" candidates to be used as a Pocket Dimension? Not every building is viable to be converted. Generally speaking, a 3 x 3 x 3 cube with exactly 1 external single doorway anywhere on the side must be constructed - and nothing else on the outside (apart from the potential exception for Solar Panels / Wind Turbines on the roof, if your config allows them). The building blocks can be of any tier or a mix of tiers - from Twig to Armoured. It doesn't matter what's inside of the cube, only the outer "shell" matters. Once converted into a Pocket Dimension, players can build/expand/demolish inside just like they would with regular bases. To be more specific, when a check for the validity of a building is made, the following criteria are tested for, and the answer to each consecutive question must be "yes" before the test proceeds to the next question - if the answer is "no", the player will be informed of the reason: Does the building have exactly 9 square foundations overall? Does the building have exactly 9 square floors overall (presumably, for the ceilings)? Does the building have at least 1 single doorway overall? Does the building have at least 35 normal walls overall? Are the 9 square foundations all at the same level? For each of the 9 square foundations, does it have a matching square floor for ceiling, exactly 9 metres above it? Is the building's middle foundation NOT marked as belonging to a Pocket Dimension already? Does the building have either a normal wall (or a single doorway, but only one) all 4 sides, and not a wall frame, window frame, or a missing building block, to make the shell "air-tight" and prevent players from falling out of the Dimension into the void? Does the building have exactly 1 single doorway - no more, no less - on the external shell? Is the only external doorway currently "empty", i.e. no doors / vending machines are deployed there at this moment? If the config doesn't allow Solar Panels / Wind Turbines placed on the ceiling, is the building free of those potentially forbidden structures? Are all the electrical/water entities inside of the 3 x 3 x 3 cube free of any wire/hose connections to entities outside of that cube? (if Solar Panels / Wind Turbines are allowed in your config, those entities get a special pass at this stage of the check) Is the building free of ANY entities "sticking out" from the 3 x 3 x 3 cube - for instance roofs, honeycombs, porches, SAM sites, stairs etc, or Solar Panels / Windmills if your config does not allow them? If the answer to all those questions is a resounding "yes" - don't worry, it's the plugin's job to ask and answer those, not you! - the building is considered valid and as such can be converted into a Pocket Dimension! You will be informed of the result, whether it was successful or not. Raiding Pocket Dimensions (only applies to the default PVP-enabled settings) This is the default behaviour on a fresh configuration. If you're planning on running this plugin on a PVE server (player vs. environment, i.e. no raiding/hurting between human players themselves), you can skip this section and go straight to the Recommended PVE Settings section below. There are two main ways of raiding a Pocket Dimension: From the inside, by damaging the building structures belonging to the external shell - either the wall or the doorway housing the exit portal From the outside, by damaging the deployed Pocket Dimension box. By default, no locks can be placed on boxes containing Pocket Dimensions, to allow players raiding from the inside, too - but this setting can be toggled if you only want players to raid the boxes in the boring way. Of course, anything INSIDE of the Pocket Dimension can - and should - be locked! When raiding from the outside, on default configuration, the dimensional box will take 2% (1/50) of the damage it would normally take if it were just a regular Small Wooden Box. In other words, on default configuration, it takes about 7-8 C4 charges to make the dimension inside of it Collapse (so more or less as much as an Armoured-tier foundation). Just like with regular vanilla building raids, the same strategies (or combinations of those) can be applied here, too: The Deep - get in, take the goods, get out, leave, say GG to the building owner, who gets to keep their Pocket Dimension. The quintessence of sportsmanship in Rust raiding. The Grief - get in, take the goods (or not), make the building unusable till it eventually decays (and the dimension Collapses), leave. Highly malicious, but sometimes the only option... The Yoink - get in, take the goods, re-seal the entrance, and claim the dimension as now yours. You might want to move its box to another location though. The End - get in, and immediately start damaging one of the external blocks of the shell (typically the doorway housing the exit portal, or a wall next to it - or even both!). As soon as one of the external shell elements is gone (or is "ent killed" by an admin, or removed with a plugin), the entire dimension Collapses. More on dimensional Collapses in the section below. Recommended PVE Settings (only applies to default PVE-enabled settings) This will require adjusting some config settings and reloading the plugin. If you're planning on running this plugin on a PVP server (player vs. player, i.e. raiding/hurting between human players allowed), go back to the Raiding Pocket Dimensions section above - most default settings should work fine in the majority of scenarios. To find out what each of these recommended settings does, check out the Configuration section below for details. "DimensionalBoxesSubtractItemConditionWhenPickingUp": 0.0, "DimensionalBoxesAllowLockingWithLocks": true, "DimensionalBoxesAllowDamage": false, "DimensionaBoxesDamageResistanceDivisor": 50.0, "DimensionalBoxesAlwaysHaveStability": true, "DimensionalBoxesCheckForPlayersInsideWhenPickingUp": false, "DimensionalBoxesCheckBuildingBlockOutsideWhenEnteringDimension": true, "DimensionalBoxesCheckTCAuthInsideWhenEnteringDimension": false, "DimensionalBoxesCheckTCAuthInsideWhenPickingUp": false, "DimensionalPocketsAllowSolarAndWindmill": true, "DimensionalPocketsTrapImmunityAfterTeleport": 5.0, "DimensionalPocketsExteriorBlocksAllowNonDecayDamage": false, "DimensionalPocketsActualAltitudeMin": 3200.0, "DimensionalPocketsActualAltitudeMax": 3900.0, "DimensionaPocketsAllowVendingMachineBroadcast": true, "EffectPlayerTeleportAppear": "assets/prefabs/missions/portal/proceduraldungeon/effects/appear.prefab", "EffectPlayerTeleportDisappear": "assets/prefabs/missions/portal/proceduraldungeon/effects/disappear.prefab", "EffectsPlayerTeleportEnable": true, Collapse of a Pocket Dimension All good things eventually come to an end. "Collapse" in this context means that a certain Pocket Dimension and all its associated entities get destroyed and in the end, it's as if the Pocket Dimension never existed at all - save for all the juicy loot dropped from it. This can happen when... The box containing a Pocket Dimension gets "ent killed" by an admin/plugin, or gets damaged to the point of destruction One of the external shell structures inside of the Pocket Dimension (wall/external doorway) gets "ent killed" by an admin plugin, or decays/gets damaged to the point of destruction The exit portal housed in the external doorway gets "ent killed" by an admin/plugin Under normal circumstances, on a typical PVP server, you only expect the Pocket Dimensions to Collapse when they decay away, are raided, or purposefully removed by an admin (by "ent killing" the box or the external shell structure). If the Dimensions suddenly disappear with no apparent reason, it probably comes from another plugin's functionality, for example Abandoned Bases - but that's a completely expected outcome in this case: the Pocket Dimensions should behave as much as normal bases on the server as possible! On the topic of Abandoned Bases, if you use that plugin, you should definitely NOT allow locks on boxes containing Pocket Dimensions - otherwise the now-unlocked abandoned Pocket Dimension won't be accessible, as the box itself will not count as a base, and it will stay locked! During the Collapse, the last known position of the box associated with the Dimension will serve as the nexus point, where... All players inside of the dimension, asleep or online, alive or as dead bodies or bodybags, will be teleported to the nexus point, unharmed All entities that have an inventory, i.e. something stored inside of them - TC, boxes, turrets, traps, lockers etc - will drop their grey loot bags at the nexus points, as if all those entities were raided at the same time All building blocks and other structures will die, crumbling with gibs at the nexus point If the collapsing Dimension also contains Pocket Dimensions inside of it, and so on (A.K.A. box-ception), the entire "tree" collapses as well, at the root. That way, the best way to raid is always at the Dimension deployed directly in the world (the first one in the "box-ception" sequence), because it involved the least materials and effort. Works great with CopyPaste (and any plugin utilising it, like Raidable Bases) This plugin is fully compatible with Copy Paste and includes it as an optional dependency: i.e. Copy Paste is not needed for Pocket Dimensions to operate, but can potentially enhance the player's experience with extra capabilities. It's strongly recommended. Both the uMod version and the custom patched version distributed to work with Raidable Bases will work. As an admin, you can /copy and /paste a building and either convert it straight away (either with a command or in the Tool Cupboard UI), or just check if it's a valid candidate to be converted - more on validity below. You can also define some Skin IDs as special in the plugin configuration: when boxes with those particular skins are spawned for the first time (either being deployed by players, spawned/pasted by other plugins - Copy Paste itself or plugins utilising it, like Raidable Bases, or entirely separate plugins ), whatever Copy Paste filename you define, this box will be instantly made into a Pocket Dimension containing everything from the building that was copied under that name. And after that, the box can be re-skinned without any issues, too. You can also use the /pd.give command to give individual fresh Pocket Dimensions to players, by name or steam ID (look in the section Admin Commands above) from the server / F1 console or the chat - it's made in a way that shop/kit plugins relying on custom commands can utilise those easily. Useful if you don't want your players to convert their own buildings. Pocket Dimensions plugin even comes with a few predefined templates for those, so you can see how to set up your own. Just issue the /pd.give command without any arguments to get the list. If you want them to work properly, make sure you install the latest version of Copy Paste, and also upload the included Copy Paste files to the proper folder on your server. Compatible with Server Rewards / Economics Converting a valid building to a pocket dimension should NOT be free - and it isn't. By default, players need to deposit 500 Scrap into the TC - or have that amount ready in their inventory, both will work. You can adjust the amount and the shortname of the currency item in your config to your liking. You can even make it so that not only the shortname of this currency item is checked, but also its skin - useful if you have plugins that come with custom items. But you can also use Server Rewards or Economics as potential currencies, too! Check out the Configuration section above for more details. For this, either Server Rewards or Economics must be installed, depending on which one you want to use. Additionally, boxes with skin IDs mentioned in your config (leading to Copy Paste templates) can be sold in the Server Rewards shop, so it works both ways. Compatibility with No Escape If you don't use the No Escape plugin on your server, you can skip this section. Pocket Dimensions are just regular bases in many regards, so damaging any entities belonging to them will impose a Raid Block, and attacking any players inside will impose a Combat Block. Both of these count as an Escape Block. If this plugin detects that a player is Escape Blocked, several optional restrictions can be enabled/disabled in the Pocket Dimension config, to change how this Escape Block affects the gameplay for affected players: Entering Pocket Dimensions Exiting Pocket Dimensions Deploying Pocket Dimension Items into Boxes Picking up Pocket Dimension Boxes into Items Compatibility with other plugins Any plugin capable of issuing /utilising skinned items / spawning skinned Small Wooden Boxes, should work with Pocket Dimensions right out of the box (pun not intended). If there are any that have issues, please don't hesitate to let me know. Configuration (oxide/config/PocketDimensions.json) Below is a rundown of all the config values (and their defaults) that, combined with player permissions, will affect the gameplay on your server. Everything apart from the advanced stuff (like positioning/styling of the TC UI Button, or the CopyPaste templates) is explained in this section: "DimensionalBoxesSubtractItemConditionWhenPickingUp": 0.0, It would be highly inconvenient to be forced to constantly fix your Pocket Dimension box pretty much every time you pick it up, so this value will determine how much condition (in the range of 0.0 to 1.0, representing 0% to 100%) will be lost - and by default, it's 0.0, so the box will only lose condition when damaged. Set it to higher values (but never more than 1.0) to discourage players from moving their boxes too much, too effortlessly. "DimensionalBoxesAllowLockingWithLocks": false, Self-explanatory. By default, if a Key Lock or a Code Lock is placed on a Pocket Dimension box (be it automatically, with plugins, or manually, by players), the lock will just fall to the ground. It's to give the raiding players an opportunity to do the arguably HARDER option for raiding (statistically speaking) a dimension - from the inside. Set this to true to disable this behaviour and allow locks. "DimensionalBoxesAllowDamage": true, By default, boxes containing Pocket Dimensions will take damage - this enables the arguably easier raiding option, to raid from the outside, by destroying the box. How much damage is taken depends on the ResistanceDivisor value defined below. Set this to false if you want to make deployed Pocket Dimensions indestructible from the outside, by not letting players damage the box that contains it. "DimensionaBoxesDamageResistanceDivisor": 50.0, This value will determine how much stronger a Dimensional box is compared to its regular Small Wooden Box counterpart. For example, the default value of 50 means that it takes 50 times less damage, i.e 2% (1 divided over 50). Increase and decrease this value to make raiding from the outside harder or easier, accordingly. "DimensionalBoxesAlwaysHaveStability": true, This setting is true by default and it means that if a floor/foundation that the Dimensional box is placed on is suddenly destroyed, the box itself will remain floating in the air, instead of being destroyed along with it. It basically treats all boxes with Pocket Dimensions as if they were always placed directly on indestructible terrain. Of course, this never applies to Dimensions that are collapsing - no child Dimension in a "box-ception" sequence will ever remain floating "in Narnia". Set this to false if you want to make raiding the Dimensions from the outside easier if a box is not placed directly on actual terrain. "DimensionalBoxesCheckForPlayersInsideWhenPickingUp": true, If a player is inside of a Pocket Dimension and its box was just picked up, the player inside is now stuck, until the box gets re-deployed somewhere else. On the other hand... entire 30-man teams could be "smuggled" this way, all tucked quietly inside! Thus, by default, you cannot pick up pocket dimensions with players inside, and it's also not recommended to allow players to respawn inside, either, for the same reason. Set this to false if you really know what you're doing. "DimensionalBoxesCheckBuildingBlockOutsideWhenEnteringDimension": false, In vanilla Rust, if a box is unlocked, it can be opened, even if the player attempting it is not authorised on the TC. As such, this value is set to false, so that even if you're not authorised on the TC, you can still enter inside of a Dimensional Box. Set this value to true if you want that extra layer of security, in lieu of having a lock on the box that contains a Dimension. "DimensionalBoxesCheckTCAuthInsideWhenEnteringDimension": false, This setting, on the other hand, makes sure that an authorization on the TC is needed INSIDE of the pocket dimension itself (if there's one present at that point). For the same reason as above, it's set to false, but if you're feeling extra EXTRA paranoid, feel free to set it to false, and the only players that will be able to enter a Pocket Dimension were those originally authed on the TC before it as converted - and others bagged in later, but this requires the pocketdimensions.player.respawn permission, too. "DimensionalBoxesCheckTCAuthInsideWhenPickingUp": false, Similar to above, but related to picking up the Dimensional Box - of course, all the other checks for picking up are tested for, too (like building block outside). By default, this value is set to false, but if you want, you can toggle it to true, so that the only way to pick up a pocket dimension is to be authorised on its TC inside. "DimensionalPocketsAllowSolarAndWindmill": false, Allowing pretty much unlimited AND unchallenged electrical power inside of a Pocket Dimension can have several consequences for gameplay - and as such the default is false. Also, when the wires connection to the Solar/Wind generators on the roof are severed, the only way to restore them is with an intervention of an admin using "noclip". If you don't want your players to rely on fuel generators when inside of a Pocket Dimension, set this to true. "DimensionalPocketsAllowTestGenerators": true, Similar to the setting above, just dealing with Test Generators (either the static one, static invisible one, or deployable one). Normally those cannot be obtained by regular players (unless admins/plugins are involveds), and as such, this setting is true. If you have plugins/kits that make it possible for players to get them/spawn them, you should set it to false. "DimensionalPocketsTrapImmunityAfterTeleport": 1.5, When you enter an unknown Pocket Dimension, you never know if a shotgun trap or a turret are placed aiming right at the entry portal. Similarly, when you're inside of a Pocket Dimension, you don't know what's going on outside, so you can never be sure if somebody hasn't placed a trap aiming at the box containing the Dimension. Because of that, the default cooldown to be targeted by auto-traps right after a player enters/exits a pocket dimension is set to 1.5 seconds. Make it longer or shorter as you please, just not negative, and preferably no longer than 60 seconds. "DimensionalPocketsExteriorBlocksAllowNonDecayDamage": true, This effectively enables Collapsing an entire Pocket Dimension by attacking one of its external shell blocks (wall/doorway) from the inside - and as such, it's set to true. If you want to make the entire external shell impervious to damage (other than decay damage), set this to false. "DimensionalPocketsActualAltitudeMin": 3200.0, So here's the trick: in reality, the actual Pocket Dimension buildings exist at a randomly picked position on the map, but high up in the sky, and players are physically teleported to and from them - so it creates an illusion of being in a completely secluded place outside of "normal reality", where you can't even hear anything happening on the actual map. Similar to how Halloween Portals work. This setting defines the minimum random altitude at which Pocket Dimensions will physically reside for the duration of the wipe - by default, 3200 metres (3.2 kilometres, or roughly 2 miles). Adjust it if you have any other plugins that spawn things high up in the sky. IT'S NOT RECOMMENDED TO SET IT TO LOWER THAN 1000 - PLAYERS INSIDE MIGHT THEN HEAR THINGS HAPPENING ON THE ACTUAL MAP, LIKE C4, SUPPLY PLANES, HELI ETC. "DimensionalPocketsActualAltitudeMax": 3900.0, Similar to the setting above, this defines the maximum altitude. Both settings, together, effectively create a cuboid space high up in the sky, where Pocket Dimensions are expected to actually physically reside, at randomly picked locations. By default, this value is set to 3900.0, and there's a very good reason for that: AT EXACTLY 4000 METRES OF ALTITUDE, ALL PLAYERS WILL INSTANTLY DIE, INCLUDING ADMINS IN GOD MODE, AND THIS IS VANILLA RUST BEHAVIOUR. AS SUCH, IT IS NOT RECOMMENDED TO SET THIS VALUE TO HIGHER THAN DEFAULT. "DimensionaPocketsAllowVendingMachineBroadcast": false, While on the topic of maintaining an illusion - allowing players to effectively broadcast the location of their Pocket Dimension on the map would definitely break that illusion, so this value is false by default. Players who try to enable broadcasting in the Vending Machines deployed inside Pocket Dimensions will receive a warning instead, and the broadcast won't be enabled. Set this to true if you honestly couldn't care less about a visual detail like that. "DimensionalPocketsRespawningInsideRequiresDeployment": true, A safeguard against players trying to respawn inside bags/beds/towelrs in dimensions that are not currently deployed, to prevent the players from being effectively stuck inside (until they respawn somewhere else, at least, or until the box is re-deployed on the outside). "DimensionalPocketsTeleportingInsideRequiresDeployment": true, Similar to the setting above, but rather than dealing with respawning inside sleeping bags, this will prevent players from teleporting into a pocket dimension that is currently not deployed (works for any type of warp/teleport plugin). NOTE: Admins who are currently in noclip are allowed to teleport as they please, this is only checked for regular players. "DimensionalPocketsMaxInceptionDepth": 10, If you want to limit the amount of dimensions inside of dimensions inside of dimensions etc, this is the setting for you. If you change this value mid-wipe, only newly deployed boxes will be checked to see if they stay within the limit, and it won't affect already existing dimension trees. "DimensionalPocketsLocationMinTemperature": 15.0, When a new random location for a pocket dimension is checked, this setting will ensure that the biome-based temperature at 12PM (noon) will always be larger than this value. Decrease this value if you want a cooler climate. "DimensionalPocketsLocationMaxTemperature": 32.0, Similar to the setting above, this will put the upper limit on the biome-based temperature at 12PM (noon) when a new random location for a Pocket Dimension is considered. Increase this value if you don't mind a hotter climate. "EffectPlayerTeleportAppear": "assets/prefabs/missions/portal/proceduraldungeon/effects/appear.prefab", This is a purely cosmetic setting. When a player enters or exits a Pocket Dimension, it counts as a teleport. An audio-visual effect of your choosing will be played at the player's new location when that happens. By default, it's the same one used for the Halloween Dungeon. You can use most prefab effect on this list, just filter by "effect" in the "Search" box. "EffectPlayerTeleportDisappear": "assets/prefabs/missions/portal/proceduraldungeon/effects/disappear.prefab", The counterpart of the setting above - it just creates an effect at the old position of the player that's being teleported. And similarly, it's an effect from the Halloween Dungeon. Check out the prefab list I linked above if you want to use a different effect. You can use the Play FX plugin to test all the ones you can find in-game first, before you commit. "EffectsPlayerTeleportEnable": true, Effects can be loud and attract attention. Maybe you don't want. By default, the teleport effects are enabled, but if you set this setting's value to false, no special effects will be played while players are entering or exiting. "CheckEscapeBlockWhenEnteringDimensions": true, If you have No Escape installed, this will prevent players that are Escape Blocked from entering Pocket dimensions, like the name suggests. By default it's true. Feel free to change it to false if you believe that players raiding from the outside should still be able to enter inside. "CheckEscapeBlockWhenExitingDimensions": true, Again, if you don't have No Escape installed, ignore this setting and the next two after that. Similar to above, just when exiting the dimensions. Players will be informed that they cannot exit or enter dimensions for the reason of being Escape Blocked. Change the default value to false if you feel like the Escape Block should not matter for exiting. "CheckEscapeBlockWhenDeployingDimensions": true, No Escape specific setting number 3. You get it by now: if this setting is true (and it IS by default), Escape Blocked players won't be able to deploy any Pocket Dimension Items into their Box form that can be entered. Change the default "true" value to false if you consider this restriction to be too tight. "CheckEscapeBlockWhenPickingUpDimensions": true, And the last setting that's applicable to No Escape - it's the reverse of the one above. By default, players with an Escape Block imposed on them cannot pick up boxes with Pocket Dimensions inside. Change this to false if you beg to differ. "ForbiddenCommandsInsideDimensions": ["tp","warp","back","home","tpr","tpa","kit"], This blacklist contains the default chat and console commands that players without the admin permission will NOT be able run, while they themselves are within the Pocket Dimension layer altitude range. You can add or remove your own sets of commands (do not include the forward slash). "ForbiddenCommandsCheckingEnabled": true, If you set this to false, this will disable relying on the blacklist above, and any command will be permitted inside a Pocket Dimension to be executed by any player. "ConversionCostCurrencyUsed": "CustomItemAmount", By default, conversion from a normal base to a Pocket Dimension costs a certain physical Item that exists in Rust, and that setting is reflected by the value of "CustomItemAmount". If you instead prefer Server Rewards / Economics to be used to pay for conversion, set this value to "ServerRewards" or "Economics", respectively. You can even set this to "NoCost" - and the conversion will be free for the player (but the base will still need to be built correctly and maintained). "ConversionCostAmount": 500, 500 scrap to convert sounds like a moderate amount. 500 RP, or ¤500 however, do not - so you can adjust this amount to be higher or lower however you like,depending on your currency used. Only integers larger than 0 are accepted. "ConversionCostCustomItemShortname": "scrap", What else but "scrap" by default - the universal currency. Of course, if you picked Server Rewards or Economics instead, this setting won't matter in the slightest. Whatever valid item shortname from the approved list you pick, this is what players will be charged for conversion. Since not everything can be put in the TC, it will also check the player's inventory for that item. "ConversionCostCustomItemOverrideName": null, Again, this only applies to the "CustomItemAmount" option. If you want to use a completely custom item, for example, one registered by another plugin, that has a different icon/behaviour, those items often have a custom name. If this value is null (with no quotes) or empty (just the "" quotes), the Item's definition name translated to the client's language will be used. "ConversionCostCustomItemSkinID": 0, And finally: if you only want to accept certain skinned variants of an item - again, useful for plugins with custom items like Water Bases - set the default value of 0 to any valid item ID available on the Steam Workshop. This setting will also be ignored if your currency is not set to "CustomItemAmount". There's a few more settings, but these are all the most important ones that will shape your unique server experience. Translation support (oxide/lang/en/PocketDimensions.json) Almost every string the players see, including the text displaying in the chat and the GUI, can be edited. Just load the plugin and let it generate the file - after you edit it, reload the plugin.
  13. Paul

    Player Effects

    Version 1.0.0


    Player Effects is simple plugin that adds effect trails to the player. Permissions playereffects.use Commands /pe 0 or disable - disable effect /pe 1 or particles - particles /pe 2 or smoke - smoke /pe 3 or fire - fire /pe help - available commands Localization { "NoPerm": "You don't have permissions", "Invalid": "Invalid syntax!\\nType /pe help", "Disable": "Effect has been disabled", "Effect1": "Effect <color=#a8a6a6>'particles'</color> has been activated", "Effect2": "Effect <color=#a8a6a6>'smoke'</color> has been activated", "Effect3": "Effect <color=#a8a6a6>'fire'</color> has been activated", "Help": "<size=16><color=#3498db>Player Effects</color></size>\\n<color=#a8a6a6>/pe 0 or disable</color> - disable effect\\n<color=#a8a6a6>/pe 1 or particles</color> - particles effect\\n<color=#a8a6a6>/pe 2 or smoke</color> - smoke effect\\n<color=#a8a6a6>/pe 3 or fire</color> - fire effect" }
  14. Version 2.4.1


    Punch players and other things because it's fun. A very default melee weapon to protect yourself with - your goddamned fists. Punchables Players: Hurt players and make them bleed to death. Murderers: Hurt Scarecrows or any other humanoid and player-like / Non-Playable-Characters with your punchies. Animals: Some animals want you dead. I don't support animal cruelty though. Horses: I mean, why not... Loot Containers: Break barrels with your fists. Your fists might start bleeding though. Bradley: Bradley go brr. Building Blocks: Can give damage to building blocks, and destroy twig blocks with your fists. Terrain: Hit the ground or rocks. Doesn't do much, just makes your fists bleed for hitting the ground for nothing. Resources: Hit trees, nodes and other gatherable stuff. Water: Hit the salty ocean to heal your wounds and yourself. Punching into the salty water will give you a chance for catching Small Trout fish. Keycard Slicing Slice up players when holding a Keycard. Hammer Hitting Break ribs with the hammer. Hit any of the Punchables above to get your point across. FOR BEST ENTERTAINMENT, USE THE DEFAULT SETTINGS OF THE PLUGIN.
  15. turner

    Limit FPS

    Version 1.0.1


    About Limit FPS LimitFPS is a plugin with almost no performance impact meant for administration (and maybe trolling). It has 2 very powerful features You can limit the FPS of other players You can see the FPS and RAM usage of other players Demo Requirement LimitFPS uses Harmony so you need to disable the Oxide sandbox [see how to do it] Permissions There are 2 oxide permissions that LimitFPS uses limitfps.limit.use - Allows the use of /limitfps command limitfps.fps.use - Allows the use of /playerfps command Add the permissions with the console command: oxide.grant <group|user> <name|id> <permission> Commands There are 2 commands that LimitFPS has /limitfps <playername or steamid> <target fps> - Limit the FPS of a player, set target fps to 0 to remove the limit /playerfps <playername or steamid> - See the player's FPS and RAM usage All of these 2 commands can be used from the server console (or RCON) and they work exactly the same just without the forward slash. If you are an admin in the server you can use them from the Rust console too. Config FPS Query interval - How often will the plugin check the player's FPS in order to adjust it PD Controller P value - How fast to jump to the target FPS, if this is too high it can overshoot PD Controller D value - How much to respect the error difference from the FPS measurement, if higher it can overshoot the target FPS Non linear control - If set to true it will be more responsive (reaching target FPS faster) at low FPS values (30 and below) FPS Limit dampening - If set to true it will stop adjusting the player's FPS once it reaches the target, if this is false, when the player presses ESCAPE or ALT+TAB's and then come back their FPS will be way lower/higher than the target FPS Limit dampening range - When the FPS is within this value to the target FPS it will stop adjusting the FPS I recommend leaving everything to default except maybe FPS Query interval, if you want to get the user's FPS faster/slower. For developers LimitFPS exposes everything you need to control other player's performance with hooks & API calls I strongly recommend if you want to use the API or the Hooks see the demo plugin that uses all of them, its extremely detailed and everything is within 1 file, you can find it here: Hooks: object OnFPSQueryStart(BasePlayer command_initiatior, BasePlayer target, int request_id) { return null; // allow the query } void OnFPSQueryTimeout(BasePlayer command_initiatior, BasePlayer target, int request_id) { } void OnFPSQueryFinished(BasePlayer command_initiatior, BasePlayer target, ClientPerformanceReport report) { } object OnLimitFPSStart(BasePlayer command_initiatior, BasePlayer target, float targetFps) { return null; // allow the limitting } object OnLimitFPSTick(BasePlayer command_initiatior, BasePlayer target, float targetFps, ClientPerformanceReport report) { return null; // allow the tick } API: Interface.Oxide.CallHook("API_PlayerFPSCommand", ulong_steamid); Interface.Oxide.CallHook("API_LimitFPSCommand", ulong_steamid, float_targetFps); Contact If you have any suggestions, want to report a bug or need help, you can contact me on Discord: turner#7777
  16. Version 1.0.8


    Get random items on gathering resources or on full gather. Configuration { "Items": [ "ammo.grenadelauncher.buckshot", "ammo.grenadelauncher.he", "ammo.grenadelauncher.smoke", "ammo.handmade.shell", "ammo.nailgun.nails", "ammo.pistol", "ammo.pistol.fire", "ammo.pistol.hv", "ammo.rifle", "ammo.rifle.explosive", "ammo.rifle.hv", "ammo.rifle.incendiary", "ammo.rocket.basic", "ammo.rocket.fire", "ammo.rocket.hv", "ammo.rocket.sam", "ammo.rocket.smoke", "ammo.shotgun", "ammo.shotgun.fire", "ammo.shotgun.slug", "apple", "arcade.machine.chippy", "arrow.bone", "arrow.fire", "arrow.hv", "arrow.wooden", "attire.bunnyears", "attire.hide.boots", "attire.hide.helterneck", "attire.hide.pants", "attire.hide.poncho", "attire.hide.skirt", "attire.hide.vest", "attire.ninja.suit", "autoturret", "axe.salvaged", "barricade.concrete", "barricade.metal", "barricade.sandbags", "barricade.stone", "barricade.wood.cover", "battery.small", "bbq", "bed", "black.berry", "bleach", "black.raspberries", "blue.berry", "blueberries", "bone.armor.suit", "boots.frog", "bow.compound", "bow.hunting", "box.repair.bench", "box.wooden", "box.wooden.large", "bucket.helmet", "building.planner", "burlap.gloves", "burlap.gloves.new", "burlap.headwrap", "burlap.shirt", "burlap.shoes", "burlap.trousers", "can.beans", "can.tuna", "cctv.camera", "ceilinglight", "chainsaw", "chocholate", "clatter.helmet", "coffeecan.helmet", "coffin.storage", "computerstation", "corn", "crossbow", "crude.oil", "cupboard.tool", "cursedcauldron", "diving.fins", "diving.mask", "diving.tank", "diving.wetsuit", "door.double.hinged.metal", "door.double.hinged.toptier", "door.double.hinged.wood", "door.hinged.industrial.a", "door.hinged.metal", "door.hinged.toptier", "door.hinged.wood", "dropbox", "explosive.satchel", "explosive.timed", "explosives", "flamethrower", "flameturret", "flashlight.held", "floor.grill", "floor.ladder.hatch", "floor.triangle.grill", "floor.triangle.ladder.hatch", "fridge", "furnace", "furnace.large", "fuse", "gates.external.high.stone", "gates.external.high.wood", "gears", "generator.wind.scrap", "grenade.beancan", "grenade.f1", "grenade.smoke", "guntrap", "habrepair", "hammer.salvaged", "hat.beenie", "hat.boonie", "hat.cap", "hat.ratmask", "hat.wolf", "hatchet", "hazmatsuit", "hazmatsuit.spacesuit", "healingtea", "healingtea.advanced", "healingtea.pure", "heavy.plate.helmet", "heavy.plate.jacket", "heavy.plate.pants", "hitchtroughcombo", "hobobarrel", "hoodie", "horse.armor.roadsign", "horse.armor.wood", "horse.saddle", "horse.saddlebag", "horse.shoes.advanced", "horse.shoes.basic", "icepick.salvaged", "innertube", "innertube.horse", "innertube.unicorn", "jacket", "jacket.snow", "jackhammer", "jackolantern.angry", "jackolantern.happy", "jar.pickle", "ammo.grenadelauncher.buckshot", "ammo.grenadelauncher.he", "ammo.grenadelauncher.smoke", "ammo.handmade.shell", "ammo.nailgun.nails", "ammo.pistol", "ammo.pistol.fire", "ammo.pistol.hv", "ammo.rifle", "ammo.rifle.explosive", "ammo.rifle.hv", "ammo.rifle.incendiary", "ammo.rocket.basic", "ammo.rocket.fire", "ammo.rocket.hv", "ammo.rocket.sam", "ammo.rocket.smoke", "ammo.shotgun", "ammo.shotgun.fire", "ammo.shotgun.slug", "jumpsuit.suit", "jumpsuit.suit.blue", "kayak", "keycard_blue", "keycard_green", "keycard_red", "knife.bone", "knife.butcher", "knife.combat", "ladder.wooden.wall", "lantern", "largecandles", "largemedkit", "laserlight", "lmg.m249", "locker", "longsword", "lowgradefuel", "mace", "machete", "mask.balaclava", "mask.bandana", "maxhealthtea", "maxhealthtea.advanced", "maxhealthtea.pure", "metal.facemask", "metal.fragments", "metal.plate.torso", "metal.refined", "metalblade", "metalpipe", "metalspring", "microphonestand", "minihelicopter.repair", "mining.quarry", "mixingtable", "multiplegrenadelauncher", "mushroom", "nightvisiongoggles", "oretea", "oretea.advanced", "oretea.pure", "paddle", "paddlingpool", "pants", "pants.shorts", "paper", "partyhat", "pickaxe", "pistol.eoka", "pistol.m92", "pistol.nailgun", "pistol.python", "pistol.revolver", "pistol.semiauto", "pitchfork", "planter.large", "planter.small", "plantfiber", "pookie.bear", "potato", "powered.water.purifier", "propanetank", "pumpkin", "pumpkinbasket", "radiationremovetea", "radiationremovetea.advanced", "radiationremovetea.pure", "radiationresisttea", "radiationresisttea.advanced", "radiationresisttea.pure", "red.berry", "research.table", "rf.detonator", "rf_pager", "rifle.ak", "rifle.bolt", "rifle.l96", "rifle.lr300", "rifle.m39", "rifle.semiauto", "riflebody", "riot.helmet", "roadsign.gloves", "roadsign.jacket", "roadsign.kilt", "roadsigns", "rocket.launcher", "rope", "rug", "rug.bear", "salvaged.cleaver", "salvaged.sword", "samsite", "scraptea", "scraptea.advanced", "scraptea.pure", "scraptransportheli.repair", "searchlight", "secretlabchair", "semibody", "sewingkit", "sheetmetal", "shelves", "ammo.grenadelauncher.buckshot", "ammo.grenadelauncher.he", "ammo.grenadelauncher.smoke", "ammo.handmade.shell", "ammo.nailgun.nails", "ammo.pistol", "ammo.pistol.fire", "ammo.pistol.hv", "ammo.rifle", "ammo.rifle.explosive", "ammo.rifle.hv", "ammo.rifle.incendiary", "ammo.rocket.basic", "ammo.rocket.fire", "ammo.rocket.hv", "ammo.rocket.sam", "ammo.rocket.smoke", "ammo.shotgun", "ammo.shotgun.fire", "ammo.shotgun.slug", "shirt.collared", "shirt.tanktop", "shoes.boots", "shotgun.double", "shotgun.pump", "shotgun.spas12", "shotgun.waterpipe", "shutter.metal.embrasure.a", "shutter.metal.embrasure.b", "shutter.wood.a", "sickle", "sleepingbag", "small.oil.refinery", "smg.2", "smg.mp5", "smg.thompson", "smgbody", "spear.stone", "spear.wooden", "speargun", "speargun.spear", "stone.pickaxe", "stonehatchet", "storage.monitor", "strobelight", "submarine.torpedo.rising", "submarine.torpedo.straight", "supply.signal", "surveycharge", "syringe.medical", "table", "tactical.gloves", "targeting.computer", "tarp", "techparts", "tool.instant_camera", "vending.machine", "wall.external.high", "wall.external.high.ice", "wall.external.high.stone", "waterpump", "weapon.mod.8x.scope", "weapon.mod.flashlight", "weapon.mod.holosight", "weapon.mod.lasersight", "weapon.mod.muzzleboost", "weapon.mod.muzzlebrake", "weapon.mod.silencer", "weapon.mod.simplesight", "weapon.mod.small.scope", "white.berry", "wood.armor.helmet", "wood.armor.jacket", "wood.armor.pants", "woodtea", "woodtea.advanced", "workbench1", "workbench2", "workbench3" ], "Amount": { "ammo.grenadelauncher.buckshot": 10, "ammo.grenadelauncher.he": 1, "ammo.grenadelauncher.smoke": 1, "ammo.handmade.shell": 15, "ammo.nailgun.nails": 30, "ammo.pistol": 30, "ammo.pistol.fire": 10, "ammo.pistol.hv": 10, "ammo.rifle": 30, "ammo.rifle.explosive": 10, "ammo.rifle.hv": 15, "ammo.rifle.incendiary": 15, "ammo.rocket.basic": 1, "ammo.rocket.fire": 1, "ammo.rocket.hv": 1, "ammo.rocket.sam": 5, "ammo.rocket.smoke": 1, "ammo.shotgun": 10, "ammo.shotgun.fire": 10, "ammo.shotgun.slug": 10 }, "Give random items on gathering resources": true, "Give random items only on full gather": false }
  17. Death


    Version 1.0.3


    Thunderpoon allows players to attach beancan grenades to spears by dragging the two items together. Damage radius as well as damage is configurable in the config file. Permission You can avoid using permissions by setting usepermission config option in the config file. thunderpoon.use Config The default values are tested and somewhat balanced. If you're unsure on how to configure I recommend leaving as-is or asking questions in the discussion tab. UsePermission - Setting to false will allow everyone to craft thunderpoons. Damage - The amount of damage caused by the explosion. MinRange - The minimal size of the explosion radius. MaxRange - The maximum size of the explosion radius. detonateChance - The chance of detonation when thrown. Icon by @SawyerWD
  18. ZEODE

    NPC Grenades

    Version 1.2.5


    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.
  19. RFC1920

    Drone Patrol

    Version 1.0.22


    Drone Patrol spawns a few server drones: MonumentDrone - Travels between monuments RingDrone - Travels around the ring road, RoadDrone - Travels up and down a chosen additional road. The plugin also allows privileged players to spawn their own drone. Uses RoadFinder, Friends, Clans, Chute, GridAPI, Economics, ServerRewards, BankSystem. The server drones should fly themselves, and the player can fly their drone. All flight monitoring takes place from a computer station. If at any point along the flight you want to bail out, you can via a configurable keystroke. This requires the Chute plugin from ColonBlow. This default keystroke is Ctrl-RightClick. All server drones can optionally appear in everyone's computer station. Without this they can still be added by name. The names are configurable. A HUD will show current target monument for the MonumentDrone, and the current road for the other server drones. For the player drone, the drone name will be displayed. Additionally, the target monument name will be shown for the player using debug text for 90 seconds. Should any of the drones be destroyed along the way, they should respawn within a few seconds. NOTE: As of March 2023, we will now adjust the new convar, drone.maxcontrolrange. See the new config items below called SetMaxControlRange (default false) and maxControlRange (5000). This will aid in being able to view drones beyond the default of 500. Commands /drone DRONENAME -- Spawn a player drone with name NAME. NAME is required /drone DRONENAME kill -- Attempt to kill that drone /md -- Spawn the monument drone (normally would respawn on its own) /md MONNAME or /md MON NAME -- Change target monument /md list -- List available monuments /md status -- Show current status/position /rd -- Spawn a road drone (normally would respawn on its own). Requires RoadFinder plugin. /rd status -- Show current status/position /fd PLAYERNAME -- Spawns a drone to follow a named player. The drone will be named SPY{PLAYERNAME} <- Note that drone/CCTV names cannot contain special characters. So, a drone set to follow me would be SPYRFC1920, for example. /fd DRONENAME kill -- Attempt to kill that drone /ringd status -- Show current status/position Permissions dronepatrol.use -- Required to spawn a player drone via /drone dronepatrol.admin -- Required to spawn monument or road drones via /md and /rd Configuration { "Options": { "debug": false, "debugMovement": false, "minHeight": 40.0, "ActivationCode": 2112, "setServerDroneInAllCS": true, "setPlayerDroneInCS": true, "playerDronesImmortal": false, "useFriends": false, "useClans": false, "useTeams": false, "useEconomics": false, "useServerRewards": false, "useBankSystem": false, "droneCost": 0.0, "SetMaxControlRange": false, "maxControlRange": 5000.0 }, "Drones": { "monument": { "name": "MonumentDrone", "spawn": true, "start": "Airfield" }, "ring": { "name": "RingDrone", "spawn": true, "start": "Road 0" }, "road": { "name": "RoadDrone", "spawn": false, "start": "Road 1" } }, "Version": { "Major": 1, "Minor": 0, "Patch": 22 } } minHeight -- Minimum ground height for flight - other checks are done to try to avoid obstacles, but this is the big one. ActivationCode -- The default configuration above sets the value 2112 for the keystroke to jump out and spawn a chute (Ctrl-RightClick). setServerDroneInAllCS -- If true, whenever server drones are spawned by the plugin, they will be added/updated in all player computer stations. setPlayerDroneInCS -- If true will add a player-spawned drone to their owned computer stations (see the next config) useFriends/useClans/useTeams -- Will add player drones to computer stations owned by the spawning players friends. useEconomics/useServerRewards -- Use either of these plugins to charge for user drone spawns based on droneCost droneCost -- Cost for spawning a drone, if set. Requires either or both of the above configs. SetMaxControlRange -- If true, we will set the convar 'drone.maxcontrolrange' to the value below, default false maxControlRange -- Amount to set if SetMaxControlRange is true, default 5000, which should cover most maps Drones The above sections are currently limited to what you see (monument/ring/road). In other words, adding more will not guarantee spawning those additional drones (one day) Please leave these in the config for now otherwise there will likely be errors. Enable/disable as desired instead. name - Name of the spawned drone of each type spawn - true/false - whether to spawn or not start - Starting monument or road name. Road names in Rust are, e.g. "Road 11", etc. If you set the monument start to null (no quotes), the plugin will choose one for you. Once it gets there it will select another one to fly to. If you set the road drone start to null (no quotes), the plugin will choose one for you. It will then travel from the road start point to end point and back (does not follow the road path) If you set the ring drone start to something other than "Road 0", e.g. null, it should correct that as it's intended use is to fly around the map in a semi-circle following the ring road (if present). TODO Further improve physics checks for crash detection, etc. Investigate recurring issue where a drone is not killed off properly, holds onto the drone name forever, etc. Fix GUI being changed for currently viewed drone but for other drones.
  20. Version 1.1.0


    This is my Racetrack 2 - Drift Edition monument. Great as a standalone monument, but even better as a (real ice effect) drift racing event area. Build your favourite vehicle and line up against your rivals in a guaranteed action packed 'Drift & Destruction' racing experience with your friends or server community. Prefab count: 8316 Racetrack 2 contains the following: Custom Pitlane Garage with 10 vehicle lifts Green card entry (..the official entry anyways) 2x Blue card puzzles (Vehicle themed loot table) 1 x Green Card puzzle (Recycler Access) Chinook Drop Zone Day/Night sensor lighting 'Chrome Robob Series 3' vending bot (Vehicle Parts 2) Oil Refinery, Tier 1 work bench, Repair bench Poker Table (Not usable) Heated Seats (because ice is cold) Prefab Modifiers: Alpha Biome Height Splat Topology Any issues? Give me a shout on my Discord Channel Note! You will need the latest versions of Oxide and Oxide.Ext.RustEdit.dll to use these on a map/server.
  21. Version 1.4.0a


    This is a Racetrack monument. Great as a standalone monument, but even better as a racing event area. Build your favourite vehicle and line up against your rivals in a guaranteed action packed racing experience with your friends or server community Prefab count: 5321 Racetrack 1 contains the following: Pitlane Garage with 10 vehicle lifts Blue card puzzle (Vehicle themed loot table) Chinook Drop Zone Several Sewer access/escape points Day/Night sensor lighting CCTV Camera Coverage to view events from any 'Computer Station' 2 Vehicle Part Vending Machines 'Aged Robob Series 3' vending bot (Vehicle Parts 2) Oil Refinery, Tier 1 work bench, Repair bench Prefab Modifiers: Alpha Height Splat Topology Paths CCTV codes: RACETRACK0 RACETRACK1 RACETRACK2 RACETRACK3 RACETRACK4 RACETRACK5 RACETRACK6 Any issues? Give me a shout on my Discord Channel Note! You will need the latest versions of Oxide and Oxide.Ext.RustEdit.dll to use these on a map/server. Optional Plugins: RaceTrack
  22. Version 1.5.0


    Features Allows players to deploy ziplines from a distance using a crossbow Allows bidirectional ziplines Allows adjusting zipline movement speed, optionally based on incline Optionally requires cable to deploy ziplines Extensive configuration options to restrict zipline deployment Integrates with Economics and Server Rewards to allow buying the Zipline Tool Integrates with No Escape to prevent deploying ziplines while Raid blocked or Combat blocked Integrates with Remover Tool to provide an alternate way to pick up ziplines How it works To deploy a zipline, a player must first obtain a Zipline Tool and some Zipline Cable. By default, the Zipline Tool is a crossbow with a custom skin, and Zipline Cable is rope with a custom skin. Once acquired, the player must shoot the crossbow where they want to start the zipline, then shoot again where they want to end the zipline (no arrows needed). Once the zipline has been deployed, players can ride it just like the vanilla ziplines, by looking up at the top of the start point and interacting with the "Use Zipline" prompt. Since both the Zipline Tool and Zipline Cable are items, there are many ways you can provide them to players, including via kits, vending machines, and loot tables. The plugin also allows players to purchase them directly with chat commands. Permissions This plugin uses the permission system. To assign a permission, use oxide.grant <user or group> <name or steam id> <permission>. To remove a permission, use oxide.revoke <user or group> <name or steam id> <permission>. Admin permissions deployablezipline.protect -- Allows the player to run the zipline protect command to toggle protection for any ziplines they deploy. Protected ziplines do not decay, and can only be picked up by players with this permission. Purchase permissions deployablezipline.buy.tool - Allows buying the Zipline Tool with the zipline buy command. deployablezipline.buy.cable - Allows buying Zipline Cable with the zipline buycable <amount> command. Tool usage permissions Depending on how you have configured the plugin, there will be additional permissions like deployablezipline.profile.<suffix>, one for each profile. The plugin comes with the following profiles by default. Note: Players must have permission to a profile in order to use the Zipline Tool. deployablezipline.profile.balanced 4 ziplines max 100m max zipline length 10 uses per Zipline Tool, but can be repaired Allows up to 45° decline and 15° incline Disallows monuments deployablezipline.profile.fun 6 ziplines max 200m max zipline length Unlimited uses per Zipline Tool Allows up to 45° decline and 45° incline Allows monuments deployablezipline.profile.unrestricted Unlimited ziplines 10000m max zipline length Unlimited uses per Zipline Tool No angle or location restrictions Speed permissions The speed that players move along a deployed zipline can be configured according to the permissions of the player riding the zipline (not the player who deployed it). Each speed profile will have a permission like deployablezipline.speed.<suffix>. You can make as many speed profiles as you want in the configuration. The plugin comes with the following speed profiles by default. deployablezipline.speed.slow 0.25x min uphill speed 0.5x max horizontal speed 0.75x max downhill speed deployablezipline.speed.balanced 0.5x min uphill speed 1x max horizontal speed 1.5x max downhill speed deployablezipline.speed.fast 0.75x min uphill speed 1.5x max horizontal speed 2.25x max downhill speed deployablezipline.speed.ridiculous 5x max speed deployablezipline.speed.ludicrous 10x max speed Commands This plugin provides both chat and console commands using the same syntax. When using a command in chat, prefix it with a forward slash: /. zipline buy -- Purchases a Zipline Tool. Requires the deployablezipline.buy.tool permission. By default, it costs 100 scrap. zipline buycable <amount> -- Purchases Zipline Cable. Requires the deployablezipline.buy.cable permission. By default, it costs 1 scrap. zipline toggle -- Enables or disables bidirectional mode for ziplines you deploy after running this command. Alternatively, you can press MMB (middle mouse button) while wielding a Zipline Tool. To use this command, you must have permission to a Zipline Tool profile that allows bidirectional ziplines. zipline protect -- Enables or disables protection of ziplines you deploy after running this command. Requires the deployablezipline.protect permission. A protected zipline does not decay, and can only be picked up by players who have the deployablezipline.protect permission. Configuration The settings and options can be configured in the DeployableZipline file under the config directory. The use of an editor and validator is recommended to avoid formatting issues and syntax errors. Zipline tool Zipline Tool -- Determines which item is considered the Zipline Tool. This item can also be used to pick up ziplines when Pickup restrictions > Require hammer or zipline tool to pick up zipline is set to true. Players may purchase this tool with the zipline buy command if they have the deployablezipline.buy.tool permission. Item short name -- The short name of the Zipline Tool item. Must be an equippable item. Default: "crossbow". Item skin ID -- The skin ID of the Zipline Tool item. Default: 2793006815. Purchase info Cost -- Determines the cost to purchase the Zipline Tool. Item short name -- The short name of the currency item. Default: "scrap". Item skin ID -- The skin ID of the currency item. Set to 0 to require an unskinned currency item. Default: 0. Amount -- The amount of currency required to purchase the Zipline Tool. Default: 100. Use Economics (true or false) -- Set to true to require Economics currency instead of item currency. Default: false. Use Server Rewards (true or false) -- Set to true to require Server Rewards currency instead of item currency. Default: false. Attachment item short names -- Determines which attachments will be added to the Zipline Tool when purchased. Only applies to weapons that can have attachments. Default: ["weapon.mod.holosight", "weapon.mod.lasersight"]. Zipline cable Zipline Cable -- Determines which item is considered Zipline Cable. Note: You can independently configure the condition loss of the Zipline Tool if you want to consume the tool itself. Item short name -- The short name of the item. Default: "rope". Item skin ID -- The skin ID of the cable item. Default: 2793158547. Cost -- Determines the cost to purchase Zipline Cable. Item short name -- The short name of the currency item. Default: "scrap". Item skin ID -- The skin ID of the currency item. Set to 0 to require an unskinned currency item. Default: 0. Amount -- The amount of currency required to purchase Zipline Cable. Default: 1. Use Economics (true or false) -- Set to true to require Economics currency instead of item currency. Default: false. Use Server Rewards (true or false) -- Set to true to require Server Rewards currency instead of item currency. Default: false. Pickup restrictions Pickup restrictions -- Determines under which circumstances players may pick up ziplines. Require hammer or zipline tool to pick up zipline (true or false) -- Set to true to require the player to be holding a hammer or the Zipline Tool to pick up a zipline. This only applies to ends of the zipline that use the spear item, since the Tesla Coil end already requires a hammer to pick up. Default: true. Allow pickup while building blocked at other end (true or false) -- Set to true to allow players to pick up a zipline from one end, while they are building blocked at the other end of the zipline. Default: true. Note: Regardless of this option, players may not pick up a zipline from an end where they are building blocked. Effects Effects -- Determines the effects that are played when using the Zipline Tool, or when trying to pick up a zipline. Tool impact (player only) -- Plays when the player hits a surface with the Zipline Tool. Only the Zipline Tool wielder will witness the effect. This provides feedback to the player so they can see where they hit. Tool failed (player only) -- Plays when the player tries to use the Zipline Tool but experiences an error. Only the Zipline Tool wielder will witness the effect. The wielder may experience an error for many reasons, such as being Building Blocked, or due to having insufficient Zipline Cable. Tool used -- Plays when the player successfully places either end of zipline using the Zipline Tool. Other players will witness the effect. Deploy succeeded -- Plays when the player successfully deploys a zipline using the Zipline Tool. Plays on both ends of the zipline. Other players will witness the effect. Pickup failed (player only) -- Plays when the player fails to pick up a zipline due to being Building Blocked. Only the Zipline Tool wielder will witness the effect. Zipline Tool permission profiles Zipline Tool permission profiles - Zipline Tool profiles allow you to define complex rulesets depending on a user's Oxide permissions. You may define unlimited profiles, but at most one will be assigned to each player. Profiles toward the end of the list have highest priority. Permission suffix -- Determines the permission that you must grant to assign the profile to a player or group. For example, set this to "fun" to produce the permission deployablezipline.profile.fun. Allow tool while building blocked (true or false) -- Determines whether the player may use the Zipline Tool while they are standing in a location where they are Building Blocked. Allow bidirectional ziplines (true or false) -- Determines whether the player is allowed to place bidirectional ziplines. A bidirectional zipline can be mounted from either end. The player can press MMB (Mouse3) to enable/disable bidirectional mode. Zipline min length -- Determines the minimum zipline length that the player can deploy. Zipline max length -- Determines the maximum zipline length that the player can deploy. Zipline max decline angle -- Determines the maximum downward angle of ziplines that the player can deploy. Set to 90.0 to allow the player to deploy ziplines that go straight downward. Set to 0 to only allow ziplines to go across or upward. Zipline max incline angle -- Determines the maximum upward angle of ziplines that the player can deploy. Set to 90.0 to allow the player to deploy ziplines that go straight upward. Set to 0 to only allow ziplines to go across or downward. Zipline max elevation increase -- Determines the maximum delta between the zipline start position and end position. Set to 0 to only allow ziplines to go across or downward. Tool condition loss percent per zipline deployed -- Determines how much condition the Zipline Tool will lose when the player deploys a zipline. Set to 0 to allow unlimited uses. Set to 100 to allow only one use per Zipline Tool. The Zipline Tool will be destroyed when reaching 0 condition. Tool cooldown seconds -- Determines how long the player must wait after deploying a zipline with the Zipline Tool before they can deploy another one. Max ziplines at once -- Determines the maximum number of ziplines that the player may have in the map at once. Cable cost -- Determines how much Zipline Cable will be consumed when deploying a zipline. Cost per meter -- Determines how much Zipline Cable is required per meter. Set to 0 to not require any Zipline Cable. Set to a fraction such as 0.5 to allow each unit of Cable to cover multiple meters. Refund amount per meter on pickup -- Determines how much Zipline Cable is refunded when the player's ziplines are picked up. Set this to the same value as Cost per meter to allow players to recover all their Zipline Cable when picking up a zipline. Set to less than Cost per meter to effectively impose a penalty by refunding less than what was spent. Start point ruleset -- Determines the locations at which the player can place a zipline start point. Allow while building blocked (true or false) -- Determines whether the player can remotely place this end of the zipline at a location where they are Building Blocked, regardless of whether they are standing in a Building Blocked location. Min height above terrain -- Determines how close to terrain the player can deploy this end of the zipline. Set to 0 to allow placing a zipline at terrain level. Max deploy distance -- Determines the maximum distance away from the player that they can place this end of the zipline. Allowed layers -- (Advanced) Determines the Rust object layers to which the player can attach this end of the zipline. The player will not be able to attach a zipline to objects on other layers. Allowed values: Default, TransparentFX, Ignore_Raycast, Reserved1, Water, UI, Reserved2, Reserved3, Deployed, Ragdoll, Invisible, AI, Player_Movement, Vehicle_Detailed, Game_Trace, Vehicle_World, World, Player_Server, Trigger, Player_Model_Rendering, Physics_Projectile, Construction, Construction_Socket, Terrain, Transparent, Clutter, Debris, Vehicle_Large, Prevent_Movement, Prevent_Building, Tree, Unused2. Disallowed topology -- (Advanced) Determines the types of Terrain Topology to which the player cannot attach this end of the zipline. Set to [] to allow all types of Terrain Topology. Allowed values: Field, Cliff, Summit, Beachside, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Monument, Road, Roadside, Swamp, River, Riverside, Lake, Lakeside, Offshore, Rail, Railside, Building, Cliffside, Mountain, Clutter, Alt, Tier0, Tier1, Tier2, Mainland, Hilltop. End point ruleset -- Determines the locations at which the player can place the zipline end point. Same options as Start point ruleset. Zipline decay settings -- Determines how quickly deployed ziplines decay while outside of Tool Cupboard range. Note: Only one end of the zipline must be within Tool Cupboard range to protect it from decay. Also, instead of taking damage, the zipline will simply disappear when the decay time has elapsed. Enabled (true or false) -- Determines whether decay is enabled. Default: true. Decay minutes -- Determines how long a zipline is protected from decay after being deployed, or after nearby Tool Cupboards are removed. Default: 60. No Escape integration -- Determines whether the player can use the Zipline Tool while Raid Blocked or Combat Blocked, as determined by the No Escape plugin. Allow tool while raid blocked (true or false) -- Set to false to prevent the player from using the Zipline Tool while they are Raid Blocked. Allow tool while combat blocked (true or false) -- Set to false to prevent the player from using the Zipline Tool while they are Combat Blocked. Speed permission profiles Speed permission profiles -- Speed profiles allow you to configure how quickly players move along ziplines, depending on the Oxide permissions of the player riding it. You may define unlimited speed profiles, but at most one will be assigned to each player. Speed profiles toward the end of the list have highest priority. Permission suffix -- Determines the permission that you must grant to assign the speed profile to a player or group. For example, set this to "balanced" to produce the permission deployablezipline.speed.balanced. Move speed -- Determines the max speed that applies when the player is not holding the forward key. Bonus move speed -- Determines the additional max speed that applies when the player is holding the forward key. This value is added on top of Move speed to determine the total max speed. Acceleration time (seconds) -- Determines how many seconds it will take the player to reach max speed after mounting the zipline. Downhill speed bonus -- Determines how much to increase speed while going downhill. Percent increase per angle degree -- Example: While this is set to 1.0, going downhill at a 45° angle will increase max speed to 145%. Max speed percent -- Example: while Percent increase per angle degree is set to 1.0, and while this is set to 130.0, going downhill at a 45° angle would increase speed to only 130% instead of to 145%. Uphill speed penalty -- Determines how much to decrease speed while going uphill. Percent decrease per angle degree -- Example: While this is set to 1.0, going uphill at a 45° angle will decrease max speed to 55%. Min speed percent -- Example: While Percent decrease per angle degree is set to 1.0, and while this is set to 70.0, going uphill at a 45° angle would decrease speed to only 70% instead of 55%. Localization The default messages are in the DeployableZipline file under the lang/en directory. To add support for another language, create a new language folder (e.g. de for German) if not already created, copy the default language file to the new folder and then customize the messages.
  23. Version 1.2.2


    The Metabolism plugin will add 3 new parameters to the player, which will diversify the game on your server. Mentality: increase after taking damage recovery during sleep or taking pills event when the limit is reached. The appearance of 3 immortal boars around the player that are visible only to him. Sleep: magnification occurs every second recovery during sleep event when the limit is reached. The player falls asleep for a while without being able to wake up on his own Relieve yourself: increase after eating recovery after the player poops event when the limit is reached. The player squats down and poops until he empties his stomach API: ChangeStamina(string userID, int value, string param); (kidns of param: psyche/sleep/poop); Config: { "AdditionalMetabolism logic player settings | PSYCHE": { "Background color of psyche bar": "0.45 0.55 0.91 1.00", "Psyche per unit of take damage": 0.8, "Psyche bar limit": 100, "Psyche recovery during sleep": 0.15, "Comfort for psyche recovery (0-1)": 0.4, "Psyche recovery for tablets": 15.0, "Psyche value for disable event (less than limit)": 90.0, "Boar damage (Default 20)": 20.0, "Icon for the psyho bar": "https://i.imgur.com/ucB5j76.png" }, "AdditionalMetabolism logic player settings | SLEEP": { "Background color of sleep bar": "0.65 0.29 0.40 1.00", "Sleep bar limit": 350, "Go to sleep upon reaching the limit in seconds": 30, "Sleep per unit of time": 0.095, "Sleep recovery by N units per second": 0.5, "Sleep minimum value for start sleep": 20.0, "Icon for the sleeping bar": "https://i.imgur.com/vz0dts6.png" }, "AdditionalMetabolism logic player settings | POOP": { "Background color of poop bar": "0.49 0.39 0.42 1.00", "Poop bar limit": 250, "Poop recovery per unit of poop": 20.0, "Food digestion time in seconds": 360, "Poop minimum value for start sleep": 40.0, "Poop delete time in seconds": 15, "Icon for the poop bar": "https://i.imgur.com/c9qDgq1.png" } } Lang: { "CM_UI_STATE": "You are tired", "CM_UI_SLEEP": "SLEEP", "CM_UI_POOP": "POOP" }
  24. Version 1.0.0


    Adds some flair to your corpse when you're killed by another player! Massive thank you to Scorp over at WickedNinjaGames for allowing me to kill him over and over again to test this plugin! Configuration: { "Weapons and ammo types to apply force": { "shotgun.spas12": { "Ammo type": { "ammo.shotgun": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 2.0, "y": 0.0, "z": 0.0 } }, "ammo.shotgun.slug": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 50.0, "y": 0.0, "z": 0.0 } } } }, "lmg.m249": { "Ammo type": { "ammo.rifle": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 2.0, "y": 0.0, "z": 0.0 } }, "ammo.rifle.explosive": { "Amount of force to apply (X Axis, Y Axis, Z Axis)": { "x": 7.0, "y": 0.0, "z": 0.0 } } } } } } Planned features Works on NPC kills Works when killed by an NPC Melee weapon support
  25. Version 1.0.1


    In the climbing park there is the possibility to test your own ability to jump. there are 9 obstacles. the jump distance can be compared to the distances in a cave, where you have to jump over the bars. but you also have to climb a net, or walk along a small path. at the end there is the zipline, that brings you back to the ground. if you fall, you will fall in a lake. on the ground are a few more attractions. there is a shooting range, a swing boat and can throwing. have fun with the arena. Prefabs: 396 Please note: Download the prefab files and place them in RustEdit/CustomPrefabs directory of RustEdit. The prefabs can be accessed in the custom section of prefab browser. To use sinlge letters, the prefab has to be broken by selecting it (once placed) and using the "break prefab" function. Important: I don't use "prevent building sphere/cubes" in any of my prefabs, also no monument markers are set. These need to be added by yourself. If the NPCs are not wanted, press the H key (overview of all prefabs) and delete them from the prefab. Questions and suggestions: If you have any problems you can contact me via Katalaner - Discord: https://discord.gg/e2vrPszZFX Katalaner Webseite: http://katalaner.de Youtube: https://www.youtube.com/channel/UC_5P_wAFKl5bdndkDEQDK4g


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