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Showing results for tags 'monuments'.
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Version 0.9.3
67 downloads
About Explosives Box Event Creates a random Explosives Box mini event with a chance for Patrol Helicopter to spawn and defend. Ability to select which monuments the event will spawn at. Great for both PVP and PVE Servers Dependencies Drop Vehicles - If you want to be able to use the preconfig values in loot to call air drop signals for vehicles Optional Dependencies Zone Manager TruePVE Zone Domes NoEscape Kits Custom Loot Features Random Event Timers Min & Max Times Minimum Required Players before event can start Set a chance for Patrol Heli to spawn when the event unlocks Set the Patrol Heli retire time to leave the map after Explosive Box unlocks (default 9 mins) Enable Loot to drop on being destroyed Set amount of Heli Crates to drop Option to use custom loot instead of default Display visual options when Explosive Box unlocks options Enable up to 8 different monuments to spawn at Dome Airfield Trainyard Launch Site Power Plant Water Treatment Plant Missile Silo Arctic Research Base Set the Radius check for each monument Enable Option for Raid Blocking if NoEscape if installed Enable Rule exclusion for TruePVE to all PVP if installed Enable a Zone Dome around Event if installed Create Temp Zones in Zone Manger if installed Set different flags for Zone Manager if installed Example Disable Trading or TPs in the event area Option for loot to have custom items with custom skins and custom names Option to have a CH47 to go to the event and deploy paratrooper NPCs at the location Commands /expo info - Shows the time remaining before the next event step and the position of the explosives box (if applicable) /expo start - Start the event, add the 'forced' argument to ignore player counts /expo starthere <opt:forced> - Start a new event on your position, add the 'forced' argument to ignore player counts /expo cancel - Cancels the current event /expo unlock - Pre-maturely unlock the explosives box Permissions NONE, only Admins/Owners can execute Commands. Configuration { "Event Timers": { "Minimum time between events (seconds)": 5400, "Maximum time between events (seconds)": 10800 }, "Event Options": { "Minimum players required online to trigger the event": 1, "Time to destroy Event Box after unlocked (total seconds)": 900, "Chance of Patrol Helicopter to spawn and protect the box once unlocked (x / 100)": 65.0, "Retire Heli after call (minutes)": 9, "Show a smoke signal on the box location": false, "Display A Rotating Red Siren Light Inside The Spawned Explosive Crate": true, "Enable A Siren Alarm Sound From The Spawned Explosive Crate": true, "NPC Options": { "Enable CH47 and NPCs at Event Box Location when unlocked": true, "Total NPCs": 6, "Total Time in seconds before NPC's despawn": 900, "Bodies of NPC's despawn (default is true, false will leave dead bodies)": true, "Event Site NPC Settings": [ { "Spawn Health for NPCs": 200.0, "Weapion Damage Scale Default 1.0": 1.0, "NPC aimConeScale default 2.0": 2.0, "Names of NPCs": [ "Col. Jones", "Col. Barnes", "Col. Sanders", "Maj. Higgins", "Maj. Davis", "Maj. Smith", "Capt. Willams", "Capt. Nguyen", "Capt. Mckenzie", "Lt. Richards", "Lt. Shaw", "Lt. Buchanan", "Sgt. Morris", "Sgt. Chapman", "Sgt. Schwartz", "Pfc. Garcia", "Pfc. Jones", "Pfc. Johnson", "Pvt. Sossaman", "Pvt. Anderson", "Pvt. Martinez", "Pvt. Rios", "Pvt. Murray", "Pvt. Stevens", "Pvt. Brooks" ], "NPCs Drop Loot": true, "Kits for NPCs": [], "CustomLoot Profile Name (requires CustomLoot Plugin)": [] } ] }, "Monument Options": { "Enable Dome": true, "Radius of the event zone at The Dome": 50.0, "Enable Airfield": true, "Radius of the event zone at AirField": 100.0, "Enable Trainyard": true, "Radius of the event zone at Trainyard": 100.0, "Enable LaunchSite": true, "Radius of the event zone at Launch Site": 100.0, "Enable Power Plant": true, "Radius of the event zone at Power Plant": 100.0, "Enable Water Treatment Plant": true, "Radius of the event zone at Water Treatment Plant": 100.0, "Enable Missile Silo": true, "Radius of the event zone at Missile Silo": 100.0, "Enable Arctic Research Base": true, "Radius of the event zone at Arctic Research Base": 100.0 }, "Event Zone Options": { "Disable building and deployable placement within the set radius of the box": true, "Radius of the event zone for No Building": 100.0, "Enable NoEscape Raid Blocking for event": true, "Enable TruePVE rule exclusion if installed to allow PVP": false, "Enable Zone Domes around Event if Zone Domes is installed": false, "Create a temporary zone around the box when it spawns using ZoneManager": true, "The amount of time the Zone Manager zone will remain active after the event is over (seconds)": 300, "Flags to be applied to the temporary Zone Manager zone": [ "notp", "true", "notrade", "true", "name", "ExplosiveBoxZone" ] } }, "Loot Container Options For Patrol Heli": { "Enable Patrol Helicopter loot when destroyed": true, "Amount of loot boxes to drop when Patrol Helicopter is destroyed": 4, "Replace default loot with custom loot?": false, "Loot container items": { "Minimum amount of items": 3, "Maximum amount of items": 10, "Items": [ { "Item shortname": "apple", "Item skin ID": 0, "Minimum amount of item": 2, "Maximum amount of item": 6, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Apple" }, { "Item shortname": "bearmeat.cooked", "Item skin ID": 0, "Minimum amount of item": 2, "Maximum amount of item": 4, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Cooked Bear Meat" }, { "Item shortname": "blueberries", "Item skin ID": 0, "Minimum amount of item": 4, "Maximum amount of item": 8, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Blueberries" }, { "Item shortname": "corn", "Item skin ID": 0, "Minimum amount of item": 4, "Maximum amount of item": 8, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Corn" }, { "Item shortname": "fish.raw", "Item skin ID": 0, "Minimum amount of item": 2, "Maximum amount of item": 4, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Raw Fish" }, { "Item shortname": "granolabar", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 4, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Granola Bar" }, { "Item shortname": "meat.pork.cooked", "Item skin ID": 0, "Minimum amount of item": 4, "Maximum amount of item": 8, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Cooked Pork" }, { "Item shortname": "syringe.medical", "Item skin ID": 0, "Minimum amount of item": 2, "Maximum amount of item": 6, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Medical Syringe" }, { "Item shortname": "largemedkit", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 2, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Large Medkit" }, { "Item shortname": "bandage", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 4, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Bandage" }, { "Item shortname": "antiradpills", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 3, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Anti-Radiation Pills" }, { "Item shortname": "ammo.rifle", "Item skin ID": 0, "Minimum amount of item": 10, "Maximum amount of item": 100, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "5.56 Rifle Ammo" }, { "Item shortname": "ammo.pistol", "Item skin ID": 0, "Minimum amount of item": 10, "Maximum amount of item": 100, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Pistol Bullet" }, { "Item shortname": "ammo.rocket.basic", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 10, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Rocket" }, { "Item shortname": "ammo.shotgun.slug", "Item skin ID": 0, "Minimum amount of item": 10, "Maximum amount of item": 20, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "12 Gauge Slug" }, { "Item shortname": "pistol.m92", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 1, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "M92 Pistol" }, { "Item shortname": "rifle.l96", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 1, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "L96 Rifle" }, { "Item shortname": "rifle.lr300", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 1, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "LR-300 Assault Rifle" }, { "Item shortname": "rifle.ak", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 1, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Assault Rifle" }, { "Item shortname": "rifle.bolt", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 1, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Bolt Action Rifle" }, { "Item shortname": "rocket.launcher", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 1, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Rocket Launcher" }, { "Item shortname": "pistol.revolver", "Item skin ID": 0, "Minimum amount of item": 1, "Maximum amount of item": 1, "Item weight (a larger number has more chance of being selected)": 1, "Item Display Name": "Revolver" } ] } }, "Loot Containers (Chosen at random)": [ { "Container skin ID": 798455489, "Minimum amount of items to spawn": 11, "Maximum amount of items to spawn": 11, "Loot list": [ { "Item shortname": "grenade.beancan", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "grenade.f1", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "surveycharge", "Minimum amount of item": 30, "Maximum amount of item": 30, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "ammo.rifle.explosive", "Minimum amount of item": 45, "Maximum amount of item": 45, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "ammo.rocket.basic", "Minimum amount of item": 9, "Maximum amount of item": 9, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosives", "Minimum amount of item": 45, "Maximum amount of item": 45, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosive.satchel", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosive.timed", "Minimum amount of item": 3, "Maximum amount of item": 3, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "supply.signal", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "electric.generator.small", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "supply.signal", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 1942898011, "Item Display Name": "Minicopter Supply Signal" } ] }, { "Container skin ID": 798455489, "Minimum amount of items to spawn": 11, "Maximum amount of items to spawn": 11, "Loot list": [ { "Item shortname": "grenade.beancan", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "grenade.f1", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "surveycharge", "Minimum amount of item": 30, "Maximum amount of item": 30, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "ammo.rifle.explosive", "Minimum amount of item": 45, "Maximum amount of item": 45, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "ammo.rocket.basic", "Minimum amount of item": 9, "Maximum amount of item": 9, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosives", "Minimum amount of item": 45, "Maximum amount of item": 45, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosive.satchel", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosive.timed", "Minimum amount of item": 3, "Maximum amount of item": 3, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "supply.signal", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "electric.generator.small", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "supply.signal", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 1942906150, "Item Display Name": "Scrap Heli Supply Signal" } ] }, { "Container skin ID": 798455489, "Minimum amount of items to spawn": 11, "Maximum amount of items to spawn": 11, "Loot list": [ { "Item shortname": "grenade.beancan", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "grenade.f1", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "surveycharge", "Minimum amount of item": 30, "Maximum amount of item": 30, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "ammo.rifle.explosive", "Minimum amount of item": 45, "Maximum amount of item": 45, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "ammo.rocket.basic", "Minimum amount of item": 9, "Maximum amount of item": 9, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosives", "Minimum amount of item": 45, "Maximum amount of item": 45, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosive.satchel", "Minimum amount of item": 15, "Maximum amount of item": 15, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "explosive.timed", "Minimum amount of item": 3, "Maximum amount of item": 3, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "supply.signal", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "electric.generator.small", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 0, "Item Display Name": null }, { "Item shortname": "supply.signal", "Minimum amount of item": 1, "Maximum amount of item": 1, "SkinID of item": 1942896432, "Item Display Name": "RHIB Supply Signal" } ] } ], "Version": { "Major": 0, "Minor": 9, "Patch": 3 } } Localization { "Event.Start.Dome": "<color=#ffff00><size=12>There is an Explosives Box on top of Dome containing several Boom Boom materials and items, it will unlock in {0}, be sure to be there to defend it and get the loot!</size></color>", "Event.Start.Trainyard": "<color=#ffff00><size=12>There is an Explosives Box inside the open Red Train Cart at the Trainyard containing several Boom Boom materials and items, it will unlock in {0} be sure to be there to defend it and get the loot!</size></color>", "Event.Start.Airfield": "<color=#ffff00><size=12>There is an Explosives Box inside of Hanger #2 containing several Boom Boom materials and items, it will unlock in {0} be sure to be there to defend it and get the loot!</size></color>", "Event.Start.LaunchSite": "<color=#ffff00><size=12>There is an Explosives Box on top of the Launch Site on the Helipad containing several Boom Boom materials and items, it will unlock in {0} be sure to be there to defend it and get the loot!</size></color>", "Event.Start.Powerplant": "<color=#ffff00><size=12>There is an Explosives Box inside the open Tan Train Cart at the Power Plant containing several Boom Boom materials and items, it will unlock in {0} be sure to be there to defend it and get the loot!</size></color>", "Event.Start.WaterTreatment": "<color=#ffff00><size=12>There is an Explosives Box on top of one of the broken water storage tanks located at the Water Treatment Plant containing several Boom Boom materials and items, it will unlock in {0} be sure to be there to defend it and get the loot!</size></color>", "Event.Start.MissileSilo": "<color=#ffff00><size=12>There is an Explosives Box on the back of the Truck inside the hanger located at the Missile Silo containing several Boom Boom materials and items, it will unlock in {0} be sure to be there to defend it and get the loot!</size></color>", "Event.Start.ArcticBase": "<color=#ffff00><size=12>There is an Explosives Box on the flatbed of the Pickup Truck located at the Arctic Research Base containing several Boom Boom materials and items, it will unlock in {0} be sure to be there to defend it and get the loot!</size></color>", "Notification.nextEvent": "<color=#ffff00>Time until next Explosive Box event : {0}</color>", "Notification.nextUnlock": "<color=#ffff00>Time until Explosive Box is unlocked : {0}</color>", "Notification.isUnlocked": "<color=#ffff00>Chest is currently unlocked!</color>", "Notification.EventWin": "<color=#0099CC><size=12>Someone is looting the Explosives Box! Stop them!</size></color>", "Notification.EventLose": "<color=#ffff00><size=12>The Explosives Box was not found in time, the ZTL Rusty Gods have reclaimed it in disappointment.</size></color>", "Event.Unlock.Dome": "<color=#ffff00><size=12>The Explosives box on top of Dome has been UNLOCKED! hurry up!</size></color>", "Event.Unlock.Trainyard": "<color=#ffff00><size=12>The Explosives box inside the open Red Trian Cart at Trainyard has been UNLOCKED! hurry up!</size></color>", "Event.Unlock.Airfield": "<color=#ffff00><size=12>The Explosives box inside Hanger #2 at Airfield has been UNLOCKED! hurry up!</size></color>", "Event.Unlock.LaunchSite": "<color=#ffff00><size=12>The Explosives box on the Helipad on top of Launch Site has been UNLOCKED! hurry up!</size></color>", "Event.Unlock.Powerplant": "<color=#ffff00><size=12>The Explosives box inside the open Tan Train Cart at the Power Plant has been UNLOCKED! hurry up!</size></color>", "Event.Unlock.WaterTreatment": "<color=#ffff00><size=12>The Explosives box on top of one of the broken water storage tanks located at the Water Treatment Plant has been UNLOCKED! hurry up!</size></color>", "Event.Unlock.MissileSilo": "<color=#ffff00><size=12>The Explosives box on the back of the Truck inside the hanger located at the Missile Silo has been UNLOCKED! hurry up!</size></color>", "Event.Unlock.ArcticBase": "<color=#ffff00><size=12>The Explosives box on the flatbed of the Pickup Truck located at the Arctic Research Base has been UNLOCKED! hurry up!</size></color>", "Error.NoBuild": "<color=#ff0000>You can not build or deploy item near the explosives box!</color>", "Error.NoLockDeploy": "<color=#ff0000>You are not allowed to place a lock on the explosives box</color>", "Notification.Helicopter.Inbound": "<color=#ffff00><size=12>Be advised. A Patrol Helicopter is now on its way to protect and patrol the area around the Explosives Box.</size></color>", "Notification.Helicopter.Retire": "<color=#ffff00><size=12>The Patrol Helicopter has stopped its patrol for the Explosives Box and has decided to head back to HQ for debriefing.</size></color>" }$25.00- 7 comments
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- #event
- #unique events
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Version 0.1.12
698 downloads
Plugin for Real PvE servers, featuring damage prevention, anti-griefing measures, customizable PvP zones, an automatic loot queue in radtowns and raid zones, and much more. The ability to set "server.pve" to "true", which allows the server to have a "PvE" flag; Damage from NPC's are enabled when server.pve is true; The ability to inflict damage to one's own structures with "server.pve true"; The ability to destroy(including external walls) or rotate one's structures without any time constraints; The ability to force the decay of building blocks with Twigs grade, even if there is wood in the Tool Cupboard; The ability to toggle the gather resource restriction in someone else's Building Privileges; No one, except the owner or their friends, will be able to open their loot containers (chests, storages, bodies, etc.); Administrators can bypass loot restrictions; The ability to schedule the killing of players if they disconnect within someone else's Building Privilege; Disabling backpack and active item drop upon death, even if backpack is full; The ability to disable 'Give' messages; The ability to modify the items given at spawn on the beach; The ability to create an unlimited number of custom permissions; The ability to allow players to bypass the queue; The ability to set limits on sleeping bags, shelters and auto turrets for each permission; The ability to set a multiplier for the prices of monuments and events for each permission; The ability to customize the price and amount of vehicles for each of your custom permissions; The ability to assign vehicles to each player; The ability to customize the assigned price and available amount of vehicles for each of your custom permissions; An assigned vehicle can't be damaged, looted or pushed by other players, but it can be pushed if it is within someone else's Building Privilege; The ability to loot monuments through a queue system; The ability to configure monuments, setting their looting price and time, and adjusting status bars for each monument; The ability to acquire the privilege to loot events (helicopters, bradleys, and raidable bases) through a purchase; The ability to customize the price of each event types and loot attempts (lives); NPCs only aggress against players who are looting monuments, events or raidable bases; Only players who are looting monuments, events or raidable bases can inflict damage to NPCs; RaidableBases are protected from griefing(no damage, no loot and etc). Only the owner can interact with the raid; Neutral RaidableBases can be purchased; Prices for purchasing neutral raids are configurable for each difficulty level; Configurable raid limits (currently available) along with discount multipliers for purchases, for each permission. File location: *SERVER*\oxide\data\RealPVE\PermissionConfig.json Default: https://pastebin.com/5VtWZZVr All permissions are created and configured in the config file under the "List of permissions" section. You can create as many permissions as needed and customize them flexibly. It is recommended to use the prefix "realpve" in the permission's name, for example: "realpve.vip". NOTE: The first permission will serve as the default permission for those who do not have any permissions. { "List of permissions. NOTE: The first permission will be used by default for those who do not have any permissions.": [ { "Permission Name": "realpve.default", "Bypass Queue": false, "Limit of beds": 15, "Limit of shelters": 1, "Limit of auto turrets": 12, "Seconds that will be skipped when opening HackableLockedCrate. Range from 0 to 900": 0.0, "Monuments price multiplier": 1.0, "Events price multiplier": 1.0, "Limit of RaidableBases(at the time)": 1, "RaidableBases price multiplier": 1.0, "Vehicles settings": { "Horse": { "Limit": 1, "Price": 10.0 }, "Bike": { "Limit": 1, "Price": 5.0 }, "MotorBike": { "Limit": 1, "Price": 20.0 }, "Car": { "Limit": 1, "Price": 25.0 }, ... } }, { "Permission Name": "realpve.vip", "Bypass Queue": true, "Limit of beds": 20, "Limit of shelters": 2, "Limit of auto turrets": 15, "Seconds that will be skipped when opening HackableLockedCrate. Range from 0 to 900": 450.0, "Monuments price multiplier": 0.9, "Events price multiplier": 0.9, "Limit of RaidableBases(at the time)": 2, "RaidableBases price multiplier": 0.9, "Vehicles settings": { "Horse": { "Limit": 5, "Price": 9.0 }, "Bike": { "Limit": 5, "Price": 4.5 }, "MotorBike": { "Limit": 5, "Price": 18.0 }, "Car": { "Limit": 5, "Price": 22.5 }, ... } } ], "Version": { "Major": 0, "Minor": 1, "Patch": 1 } } An example of a monument/event/rb multipliers using default permissions. For example, if you set the price for the Harbor at $1000, a player with the default permission(1.0) will pay $1000 * 1 = $1000. Meanwhile, a player with a VIP permission(0.9) will pay $1000 * 0.9 = $900. However, if a player possesses a misbehaving permission with a value of 1.1, they will need to pay $1000 * 1.1 = $1100. { "Chat admin command": "adminpve", "Chat command": "realpve", "Is it worth forcibly implementing PvE for a server?": true, "Is it worth enabling GameTips for messages?": true, "Is it worth preventing the sending of 'Give' messages?": true, "Is it worth preventing resource gathering in someone else's building privilege area?": false, "Is it worth preventing the pickup of plants spawned by the server in someone else's building privilege zone?": false, "Is it worth preventing players from handcuffing others?": true, "Is it worth preventing a backpack from dropping upon player death?": true, "Is it worth preventing damage to the laptop of the Hackable Crate?": true, "Is it worth removing the penalties for recyclers in safe zones?": true, "Which currency symbol and format will be utilized?": "${0}", "Vehicles - Time(in seconds) to display the marker when searching for a vehicle. A value of 0 disables the marker": 15.0, "Anti-Sleeper - Time in seconds after which a player will be killed if they disconnect while inside someone else's Building Privilege. Set to 0 to disable": 1200.0, "PatrolHelicopterAI - Monument Crash. If set to true, the helicopter will attempt to crash into the monument": false, "PatrolHelicopterAI - Use Danger Zones. If set to false, the helicopter will function as it did before the April update": false, "PatrolHelicopterAI - Flee Damage Percentage. A value of 1 or above will make the helicopter behave as it did before the April update": 1.0, "Is Npc Random Raids enabled?": true, "PvP - Is friendly fire enabled by default when creating a team?": false, "PvP - Is it worth adding map markers for PvP zones?": true, "PvP - Name of the map maker": "PvP Zone!", "PvP - Settings for the status bar": { "Order": 9, "Height": 26, "Main_Color(Hex or RGBA)": "1 1 1 1", "Main_Transparency": 0.15, "Main_Material": "", "Image_Url": "https://i.imgur.com/oi5vIkk.png", "Image_Local(Leave empty to use Image_Url)": "RealPVE_PvP", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "1 1 1 1", "Image_Transparency": 1.0, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 0.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1.0, "Text_Outline_Distance": "0.75 0.75", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 0.0, "SubText_Outline_Distance": "0.75 0.75", "Progress_Reverse": true, "Progress_Color": "#FF6347", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" }, "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 12 } } ENG: https://pastebin.com/ZMUL6pYL RUS: https://pastebin.com/Mx8cbMts Main commands(/realpve ) : vehicle: find - helps to find a player's vehicle; unlink - unlinks the vehicle without the need to approach it; clear - unlinks all vehicles. team: ff - Enable/Disable damage to teammates. Only the group leader can use this command. Admin commands(/adminpve). Permission "realpve.admin" required: loot - Toggle unrestricted looting. If a userID is added at the end, the command will apply to that player, otherwise, it will apply to the person who entered it. monument: pvp - Toggle the PvP flag for a monument. If a monumentID is added at the end, the command will apply to that monument, otherwise, it will apply to the monument the player is currently in. Example: /realpve team ff /realpve vehicle find *netID* /adminpve loot /adminpve loot *userID* /adminpve monument pvp /adminpve monument pvp *monumentID* This plugin provides the ability to claim vehicles, thereby preventing theft and griefing from other players. In permissions, you can set the price and quantity restrictions for each type of vehicle, ensuring flexible customization according to your preferences. An assigned vehicle can't be damaged, looted or pushed by other players, but it can be pushed if it is within someone else's Building Privilege. File location: *SERVER*\oxide\data\RealPVE\MonumentConfig.json Default: https://pastebin.com/XY1d9YaM This plugin introduces queue system and loot purchases for monuments. You can customize the price and time for looting for each monument. Within monuments, only the "Looter" and his friends have the ability to loot, pick up items or damage entities. Additionally, NPCs and animals within monuments do not aggress against other players and do not receive damage from them. If a player dies within the monument, they will have a grace period to return. This allows players to safely loot monuments without fear of griefing. Example of monument configuration: "ferry_terminal_1": { "Type(This parameter is just a hint. Changes won’t have any effect)": "RadTown", "Time in seconds(1-15) given to respond for purchasing monument looting": 5.0, "ShowSuffix": true, "Broadcast": true, "PvP - Is PvP enabled at this monument? If so, players will be able to kill each other, and loot will be publicly accessible": false, "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP monument. 0 disables the delay": 10, "PvP - Is it worth adding map markers for monuments if they are PvP zones?": true, "LootingTime": 900, "Price": 15.0, "Is it worth using a progress bar for bars with a counter?": true, "BarSettings": { "Order": 10, "Height": 26, "Main_Color(Hex or RGBA)": "#FFBF99", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/awUrIwA.png", "Image_Local(Leave empty to use Image_Url)": "RealPVE_ferry_terminal_1", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#FFDCB6", "Image_Transparency": 1.0, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 0.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1.0, "Text_Outline_Distance": "0.75 0.75", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 0.0, "SubText_Outline_Distance": "0.75 0.75", "Progress_Reverse": true, "Progress_Color": "#FFBF99", "Progress_Transparency": 0.8, "Progress_OffsetMin": "", "Progress_OffsetMax": "" } } Type - This field serves only as an indicator for you. The changes won't have any impact; ShowSuffix - Suffix display. Some monuments (for example Warehouses) have suffixes in the name, like "Warehouse #12"; Broadcast - Enabling or disabling broadcasts when a monument is occupied or vacated; LootingTime - Time allocated for looting the monument; Price - The price for which you can start looting the monument. 0 means looting is free; BarSettings - Settings for the Advanced Status Bar. You can also choose the types of monuments by specifying them under the "List of tracked types of monuments" section. A list of all available types can be viewed on the MonumentsWatcher's page in the "Developer API" section. "List of tracked types of monuments": [ "RadTown", "RadTownWater", "RadTownSmall", "TunnelStation", "Custom" ] Events, similar to monuments, offer the opportunity to claim events. All events are configured in the config file under the "Settings for the events" section. You can customize the price of looting and looting attempts(deaths, including friends). Just like in monuments, only the "Looter" and his friends have the ability to loot and damage entities. Additionally, in events, NPCs do not aggress against other players. If a player(including friends) exceeds the death limit, the event became free, thereby providing other players with the opportunity to claim the event. Example of event configuration: { "Settings for the PatrolHelicopter events": { "IsEnabled": true, "Time in seconds (1-15) given to respond for purchasing this event. Note: This is shown to everyone who deals damage, and the first person to buy it will claim it": 5.0, "Is it worth removing fire from crates?": true, "The price to capture the event. 0 means the event is free": 50.0, "The number of deaths after which the event becomes public": 5 }, "Settings for the BradleyAPC events": { "IsEnabled": true, "Time in seconds (1-15) given to respond for purchasing this event. Note: This is shown to everyone who deals damage, and the first person to buy it will claim it": 5.0, "Is it worth removing fire from crates?": true, "The price to capture the event. 0 means the event is free": 50.0, "The number of deaths after which the event becomes public": 5 }, "Version": { "Major": 0, "Minor": 1, "Patch": 0 } } Price - The price to claim the event. 0 means looting is free; DeathLimit - Limit of deaths after which the event becomes free. File location: *SERVER*\oxide\data\RealPVE\NewbieConfig.json Default: https://pastebin.com/QHZCqpji An example of an item list given for the main inventory: "List of items for the main inventory": [ { "ShortName": "note", "Slot": 0, "Amount": 1, "SkinID": 0, "Text": "MsgNoteText" } ] P.S. In the Text field, you need to specify the language key. Or, you can just write any text, but there won't be a translation of the text. File location: *SERVER*\oxide\data\RealPVE\RaidableBasesConfig.json Default: https://pastebin.com/rpDng7Fd Integration with the RaidableBases plugin does not restrict its functionality in any way. On the contrary, it adds an anti-grief system that protects bases from malicious players. In raid bases, NPCs and other entities can only receive damage from the raid owner or their friends; Turrets and traps do not aggress against outsiders; You can customize the price of claiming to each difficulty and set individual discounts for each permission. You can still purchase raid bases using the /buyraid command. Raid bases without owners(buyable, maintained, manual and scheduled) can be bought for a price set in the configuration file or assigned to the first player who enters its radius, if the final price(price * discount) less or equals to 0. Additionally, as a bonus, upon buying this plugin, you receive 5 free bases for 3 difficulty levels, along with configured loot for them.$39.99- 24 comments
- 1 review
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- 3
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- #rust
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Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Version 0.1.6
521 downloads
A plugin creating a trigger box around Monuments and CargoShips to track entry and exit of players, npcs and entities from it. The list of all monuments can be viewed in the: Vanilla - *SERVER*\oxide\data\MonumentsWatcher\MonumentsBounds.json Custom - *SERVER*\oxide\data\MonumentsWatcher\CustomMonumentsBounds.json Note: MonumentsWatcher is utilized as an API for other plugins. You won't obtain any functionality beyond displaying monument boundaries without an additional plugin. The ability to automatically generate boundaries for vanilla and custom monuments; The ability to automatically regenerate boundaries for monuments on wipe; The ability to automatically adding languages for custom monuments; The ability to manually configure boundaries for monuments; The ability to track the entrance and exit of players, npcs and entities in a Monument and CargoShip; The ability to display boundaries. monumentswatcher.admin - Provides the capability to recreate or display monument boundaries. { "Chat command": "monument", "Use GameTip for messages?": true, "Is it worth recreating boundaries(excluding custom monuments) upon detecting a wipe?": true, "List of tracked types of monuments. Leave blank to track all": [], "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 6 } } Monument bounds example: "airfield_1": { "Center": { "x": 335.881531, "y": 9.936, "z": 2096.53345 }, "CenterOffset": { "x": 0.0, "y": 15.0, "z": -25.0 }, "Size": { "x": 360.0, "y": 60.0, "z": 210.0 }, "Rotation": { "x": 0.0, "y": 44.06058, "z": 0.0 } }, ... Custom Monument bounds example: "exit69": { "MonumentType": 12, "Center": { "x": 336.676483, "y": 47.65218, "z": -39.02194 }, "CenterOffset": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Size": { "x": 100.0, "y": 100.0, "z": 100.0 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } }, ... Note: MonumentType can be found in the Developer API section. ENG: https://pastebin.com/nsjBCqZe RUS: https://pastebin.com/ut2icv9T Note: After initialization, the names of custom monuments will also be added here. rotation - Sets the monument rotation based on the argument or the player's view direction; recreate - Recreating boundaries for all monuments; show - Displays the boundaries of the monument in which the player is located, either by specified ID or key. Example: Rotation: /monument rotation - Rotation of the monument towards the player's head direction, in which the player is located /monument rotation gas_station_1_0 256.5 - Monument rotation with specified arguments: monument ID and Y coordinate Display by monument key(Will display all monuments with such a key): /monument show gas_station_1 Display by monument ID(Will display one monument with the specified ID): /monument show gas_station_1_4 void OnMonumentsWatcherLoaded() Called when the MonumentsWatcher plugin has fully loaded. void OnCargoWatcherCreated(string monumentID, string type) Called when a watcher is created for a CargoShip. void OnCargoWatcherDeleted(string monumentID) Called when a watcher is removed for a CargoShip. void OnMonumentsWatcherLoaded() { Puts("MonumentsWatcher plugin is ready!"); } void OnCargoWatcherCreated(string monumentID, string type) { Puts($"Watcher for monument {monumentID}({type}) has been created!"); } void OnCargoWatcherDeleted(string monumentID) { Puts($"Watcher for monument {monumentID} has been deleted!"); } Entered hooks: void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) Called when a player enters any monument void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) Called when an NPC player enters any monument void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) Called when any other BaseEntity enters any monument void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) { Puts($"{player.displayName} entered to {monumentID}({type}). His previous monument was {oldMonumentID}"); } void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) { Puts($"Npc({npcPlayer.displayName}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) { Puts($"Entity({entity.net.ID}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } Exited hooks: void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) Called when a player exits any monument void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) Called when an NPC player exits any monument void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) Called when any other BaseEntity exits any monument void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) { Puts($"{player.displayName} left from {monumentID}({type}). Reason: {reason}. They are now at '{newMonumentID}'."); } void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) { Puts($"Npc({npcPlayer.displayName}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) { Puts($"Entity({entity.net.ID}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } [PluginReference] private Plugin MonumentsWatcher; There are 13 types of monuments: SafeZone(0): Bandit Camp, Outpost, Fishing Village, Ranch and Large Barn. RadTown(1): Airfield, Arctic Research Base, Abandoned Military Base, Giant Excavator Pit, Ferry Terminal, Harbor, Junkyard, Launch Site; Military Tunnel, Missile Silo, Power Plant, Sewer Branch, Satellite Dish, The Dome, Train Yard, Water Treatment Plant. RadTownWater(2): Oil Rig, Underwater Lab and CargoShip. RadTownSmall(3): Lighthouse, Oxum's Gas Station, Abandoned Supermarket and Mining Outpost. TunnelStation(4) MiningQuarry(5): Sulfur Quarry, Stone Quarry and HQM Quarry. BunkerEntrance(6) Cave(7) Swamp(8) IceLake(9) PowerSubstation(10) WaterWell(11) Custom(12) There are 22 api methods: GetMonumentDisplayName: Used to retrieve the nice name of the monument, considering the player's language. Returns an empty string on failure. To call the GetMonumentDisplayName method, you need to pass 3 parameters: monumentID as a string; userID as either a string or a ulong. You can provide 0 or empty string to get default(eng) language; displaySuffix() as a bool. Should the suffix be displayed in the name if there are multiple such monuments? This parameter is optional. (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.userID, true); (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.UserIDString, true); GetMonumentType: Used to retrieve the monument type. Returns an empty string on failure. To call the GetMonumentType method, you need to pass 1 parameter: monumentID as a string. (string)MonumentsWatcher?.Call("GetMonumentType", monumentID); GetMonumentPosition: Used to retrieve the position of the monument. Returns Vector3.zero on failure. To call the GetMonumentPosition method, you need to pass 1 parameter: monumentID as a string. (Vector3)MonumentsWatcher?.Call("GetMonumentPosition", monumentID); GetMonumentsList: Used to retrieve an array of monumentIDs for all available monuments. (string[])MonumentsWatcher?.Call("GetMonumentsList"); GetMonumentsTypeDictionary: Used to retrieve a dictionary of all available monuments with their types. (Dictionary<string, string>)MonumentsWatcher?.Call("GetMonumentsTypeDictionary"); GetMonumentsByType: Used to retrieve an array of all available monuments by type. To call the GetMonumentsByType method, you need to pass 1 parameter: monument type as a string. (string[])MonumentsWatcher?.Call("GetMonumentsByType", "SafeZone"); GetMonumentPlayers: Used to retrieve a list of players in the monument. Returns null on failure. To call the GetMonumentPlayers method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentPlayers", monumentID); GetMonumentNpcs: Used to retrieve a list of npc players in the monument. Returns null on failure. To call the GetMonumentNpcs method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentNpcs", monumentID); GetMonumentEntities: Used to retrieve a list of entities in the monument. Returns null on failure. To call the GetMonumentEntities method, you need to pass 1 parameter: monumentID as a string. (HashSet<BaseEntity>)MonumentsWatcher?.Call("GetMonumentEntities", monumentID); GetPlayerMonument: Used to retrieve the monumentID of the monument in which the player is located. Returns an empty string on failure. To call the GetPlayerMonument method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string)MonumentsWatcher?.Call("GetPlayerMonument", player); (string)MonumentsWatcher?.Call("GetPlayerMonument", player.userID); GetNpcMonument: Used to retrieve the monumentID of the monument in which the npc player is located. Returns an empty string on failure. To call the GetNpcMonument method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer); (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer.net.ID); GetEntityMonument: Used to retrieve the monumentID of the monument in which the entity is located. Returns an empty string on failure. To call the GetEntityMonument method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string)MonumentsWatcher?.Call("GetEntityMonument", entity); (string)MonumentsWatcher?.Call("GetEntityMonument", entity.net.ID); GetPlayerMonuments: Used to retrieve an array of monumentIDs for the monuments in which the player is located. Returns null on failure. To call the GetPlayerMonuments method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player); (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player.userID); GetNpcMonuments: Used to retrieve an array of monumentIDs for the monuments in which the npc player is located. Returns an null on failure. To call the GetNpcMonuments method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer); (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer.net.ID); GetEntityMonuments: Used to retrieve an array of monumentID for the monuments in which the entity is located. Returns an null on failure. To call the GetEntityMonuments method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity); (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity.net.ID); GetMonumentByPos: Used to obtain the monumentID based on coordinates. Returns an empty string on failure. To call the GetMonumentByPos method, you need to pass 1 parameter: position as a Vector3. (string)MonumentsWatcher?.Call("GetMonumentByPos", pos); Note: This method returns the first encountered monument. Occasionally, there may be multiple monuments at a single point. Therefore, it is recommended to use the GetMonumentsByPos method. GetMonumentsByPos: Used to obtain a string array of monumentIDs based on coordinates. Returns null on failure. To call the GetMonumentsByPos method, you need to pass 1 parameter: position as a Vector3. (string[])MonumentsWatcher?.Call("GetMonumentsByPos", pos); IsPosInMonument: Used to check if the specified position is within the monument. Returns a false on failure. To call the IsPosInMonument method, you need to pass 2 parameters: monumentID as a string; position as a Vector3. (bool)MonumentsWatcher?.Call("IsPosInMonument", monumentID, pos); IsPlayerInMonument: Used to check if the player is in the monument. Returns a false on failure. To call the IsPlayerInMonument method, you need to pass 2 parameters: monumentID as a string; player as a BasePlayer or userID as a ulong. (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player); (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player.userID); IsNpcInMonument: Used to check if the npc player is in the monument. Returns a false on failure. To call the IsNpcInMonument method, you need to pass 2 parameters: monumentID as a string; npcPlayer as a BasePlayer or NetworkableId. (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer); (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer.net.ID); IsEntityInMonument: Used to check if the entity is in the monument. Returns a false on failure. To call the IsEntityInMonument method, you need to pass 2 parameters: monumentID as a string; entity as a BaseEntity or NetworkableId. (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity); (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity.net.ID); ShowBounds: Used to display the monument boundaries to the player. Note: Since an Admin flag is required for rendering, players without it will be temporarily granted an Admin flag and promptly revoked. To call the ShowBounds method, you need to pass 3 parameters: monumentID as a string; player as a BasePlayer; displayDuration as a float. Duration of displaying the monument boundaries in seconds. This parameter is optional. MonumentsWatcher?.Call("ShowBounds", monumentID, player, 20f);$1.99 -
Version 1.0.3
12 downloads
Christmas is coming! Enjoy your map with this sweet and lovely detailed christmas village. The village contains two vending machines selling christmas stuff like christmas tree, candy's etc. Also this monument comes with two puzzle. The first puzzle needs only a green card and the second puzzle needs a green and blue card. Happy Xmas Need more christmas stuff? Look here:$14.99- 1 review
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- #christmas
- #monuments
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Version 1.0.11
261 downloads
Fill your modular car with fuel, thanks to the petrol pump of the petrol station, without moving from your seat , the filling time and cost, is modifiable in the file configurations. Take that 10, 20 or 30 seconds waiting before leaving you swept away Available on all gas stations on the map Working with modular cars How to use ? Go to any gas station on the server When you are facing a pump, an image will appear in front of you Just click on the "E" key on your keyboard (you have to be in a modular vehicle) Config { "Currency": "SCRAP", "DistanceOfQuit": 5.0, "FillingLimit": 1000, "ImageLogo": "https://i.imgur.com/HFEMPq6.png", "PayItemID": -932201673, "PerFuel": 1, "Pricing": 10, "TimeFilling": 10, "Title": "Fuel Pump" } Currency: Payment currency that will be displayed on UI Title: The text displayed at the top of UI TimeFilling: The filling time of the vehicles Pricing: Sets fuel price for filling PerFuel: The quantity received in relation to the price ( Pricing ) PayItemID: Item that will be removed during payments (default: scrap) ImageLogo: Image that is displayed on top left of UI FillingLimit: The maximum limit a reservoir can contain can be increased or decreased DistanceOfQuit: Max distance, for UI display ( when player exceeds max distance UI this closes automatically ) Langage { "Filling": "Fill", "AmountUI": "Amount Fuel", "CurrentFuel": "Current Fuel", "SalesRate": "Sales Rate", "FullTotal": "Full Total: {0} {1}", "RefuelButton": "Refuel", "TankLimit": "Your gas tank is already full", "AmountUnvalidate": "The amount must be greater than 0L", "AmountTotalLimit": "Your tank will be full please reduce the amount", "NoScrap": "You don’t get enough {0}", "SuccessFilling": "Your storeroom has been filled, and {0} {1} has been removed", "PlayerQuitZone": "You got away from the gas pump", "InterruptedFilling": "Filling your tank has been prevented" }$11.99- 26 comments
- 3 reviews
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- 2
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Version 1.0.0
3 downloads
I present to your attention a replica of the Port from Arena Breakout Infinite, The Port for plunder has: 6 normal boxes, 7 military boxes, 1 elite box. There is also a small puzzle, with 1 fuse and a switch, to open it you will need a blue card, In the room with the loot you can find a red card. There is also a recycler. Construction of 2349 objects.$15.00 -
Version 1.2.5
112 downloads
About This plugin returns details about a specific monument when passed a short name or prefab. Often times we work with plugins that output short names like airfield_1 or sphere_tank, but really we want the screen display to be names like Airfield and Dome. For Devs string displayName = MonumentNames?.Call("API_GetDisplayName", _shortName); string displayName = MonumentNames?.Call("API_GetDisplayNameFromPrefab", _prefabName); string shortname = MonumentNames?.Call("API_GetShortNameFromPrefab", _prefabName); string gridPos = MonumentNames?.Call("API_GetGridPos", _shortName); string v3pos = MonumentNames?.Call("API_GetPos", _shortName); float distance = MonumentNames?.Call("API_DistanceFrom", "airfield_1", player.transform.position); string monument = MonumentNames?.Call("API_ClosestMonument", player.transform.position); Config AUTOMATICALLY GENERATED You do not need to touch the config, it will automatically sync to the monuments on your specific map. You may want to edit your own display names, so you can edit those here (although, they're fairly tight already). { "Monuments": [ { "Monument ID": "ferry_terminal_1_L20", "Monument Display Name": "Ferry Terminal", "Monument Short Name": "ferry_terminal_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/harbor/ferry_terminal_1.prefab", "Monument Grid Position": "L20", "Monument Vector 3 Position": "(-213.02, 1.25, -1105.30)", "Is Active": true }, { "Monument ID": "harbor_1_X11", "Monument Display Name": "Large Harbor", "Monument Short Name": "harbor_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/harbor/harbor_1.prefab", "Monument Grid Position": "X11", "Monument Vector 3 Position": "(1655.16, 1.45, 113.02)", "Is Active": true }, { "Monument ID": "harbor_2_W3", "Monument Display Name": "Small Harbor", "Monument Short Name": "harbor_2", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/harbor/harbor_2.prefab", "Monument Grid Position": "W3", "Monument Vector 3 Position": "(1450.50, 0.73, 1320.03)", "Is Active": true }, { "Monument ID": "fishing_village_c_R3", "Monument Display Name": "Fishing Village", "Monument Short Name": "fishing_village_c", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab", "Monument Grid Position": "R3", "Monument Vector 3 Position": "(803.33, 0.00, 1368.77)", "Is Active": true }, { "Monument ID": "fishing_village_b_O22", "Monument Display Name": "Fishing Village", "Monument Short Name": "fishing_village_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_b.prefab", "Monument Grid Position": "O22", "Monument Vector 3 Position": "(269.77, 0.00, -1460.29)", "Is Active": true }, { "Monument ID": "fishing_village_a_W18", "Monument Display Name": "Fishing Village", "Monument Short Name": "fishing_village_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_a.prefab", "Monument Grid Position": "W18", "Monument Vector 3 Position": "(1481.65, 0.00, -935.24)", "Is Active": true }, { "Monument ID": "desert_military_base_a_O19", "Monument Display Name": "Desert Military Base A", "Monument Short Name": "desert_military_base_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/military_bases/desert_military_base_a.prefab", "Monument Grid Position": "O19", "Monument Vector 3 Position": "(239.12, 10.31, -984.28)", "Is Active": true }, { "Monument ID": "arctic_research_base_a_F4", "Monument Display Name": "Arctic Research Base", "Monument Short Name": "arctic_research_base_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/arctic_bases/arctic_research_base_a.prefab", "Monument Grid Position": "F4", "Monument Vector 3 Position": "(-962.44, 42.01, 1106.98)", "Is Active": true }, { "Monument ID": "launch_site_1_I11", "Monument Display Name": "Launch", "Monument Short Name": "launch_site_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/xlarge/launch_site_1.prefab", "Monument Grid Position": "I11", "Monument Vector 3 Position": "(-539.72, 51.96, 80.33)", "Is Active": true }, { "Monument ID": "bandit_town_Q10", "Monument Display Name": "Bandits", "Monument Short Name": "bandit_town", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/bandit_town.prefab", "Monument Grid Position": "Q10", "Monument Vector 3 Position": "(584.70, 37.27, 229.98)", "Is Active": true }, { "Monument ID": "compound_K15", "Monument Display Name": "Outpost", "Monument Short Name": "compound", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/compound.prefab", "Monument Grid Position": "K15", "Monument Vector 3 Position": "(-339.99, 31.29, -459.98)", "Is Active": true }, { "Monument ID": "nuclear_missile_silo_D18", "Monument Display Name": "Nuclear Missile Silo", "Monument Short Name": "nuclear_missile_silo", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/nuclear_missile_silo.prefab", "Monument Grid Position": "D18", "Monument Vector 3 Position": "(-1243.12, 29.83, -951.74)", "Is Active": true }, { "Monument ID": "junkyard_1_U22", "Monument Display Name": "Junkyard", "Monument Short Name": "junkyard_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/junkyard_1.prefab", "Monument Grid Position": "U22", "Monument Vector 3 Position": "(1112.20, 43.39, -1429.89)", "Is Active": true }, { "Monument ID": "stables_a_T14", "Monument Display Name": "Stables", "Monument Short Name": "stables_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/stables_a.prefab", "Monument Grid Position": "T14", "Monument Vector 3 Position": "(1057.69, 4.37, -335.64)", "Is Active": true }, { "Monument ID": "water_treatment_plant_1_L6", "Monument Display Name": "Water Treatment Plant", "Monument Short Name": "water_treatment_plant_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/water_treatment_plant_1.prefab", "Monument Grid Position": "L6", "Monument Vector 3 Position": "(-100.13, 21.99, 812.20)", "Is Active": true }, { "Monument ID": "trainyard_1_R17", "Monument Display Name": "Trainyard", "Monument Short Name": "trainyard_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/trainyard_1.prefab", "Monument Grid Position": "R17", "Monument Vector 3 Position": "(727.38, 17.42, -804.67)", "Is Active": true }, { "Monument ID": "military_tunnel_1_G16", "Monument Display Name": "Military Tunnel", "Monument Short Name": "military_tunnel_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/military_tunnel_1.prefab", "Monument Grid Position": "G16", "Monument Vector 3 Position": "(-826.01, 5.75, -657.21)", "Is Active": true }, { "Monument ID": "powerplant_1_G8", "Monument Display Name": "Power Plant", "Monument Short Name": "powerplant_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/powerplant_1.prefab", "Monument Grid Position": "G8", "Monument Vector 3 Position": "(-906.01, 35.42, 549.87)", "Is Active": true }, { "Monument ID": "radtown_small_3_O3", "Monument Display Name": "Sewer Branch", "Monument Short Name": "radtown_small_3", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/medium/radtown_small_3.prefab", "Monument Grid Position": "O3", "Monument Vector 3 Position": "(314.38, 10.86, 1285.44)", "Is Active": true }, { "Monument ID": "mining_quarry_c_D14", "Monument Display Name": "HQM Mining Quarry", "Monument Short Name": "mining_quarry_c", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/mining_quarry_c.prefab", "Monument Grid Position": "D14", "Monument Vector 3 Position": "(-1290.29, 18.62, -300.68)", "Is Active": true }, { "Monument ID": "mining_quarry_b_J3", "Monument Display Name": "Stone Mining Quarry", "Monument Short Name": "mining_quarry_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/mining_quarry_b.prefab", "Monument Grid Position": "J3", "Monument Vector 3 Position": "(-497.27, 13.02, 1330.88)", "Is Active": true }, { "Monument ID": "stables_b_P14", "Monument Display Name": "Stables", "Monument Short Name": "stables_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/stables_b.prefab", "Monument Grid Position": "P14", "Monument Vector 3 Position": "(391.61, 27.32, -289.40)", "Is Active": true }, { "Monument ID": "mining_quarry_a_J7", "Monument Display Name": "Sulfur Mining Quarry", "Monument Short Name": "mining_quarry_a", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/mining_quarry_a.prefab", "Monument Grid Position": "J7", "Monument Vector 3 Position": "(-496.12, 59.65, 656.91)", "Is Active": true }, { "Monument ID": "sphere_tank_R6", "Monument Display Name": "Dome", "Monument Short Name": "sphere_tank", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/sphere_tank.prefab", "Monument Grid Position": "R6", "Monument Vector 3 Position": "(707.41, 30.99, 895.82)", "Is Active": true }, { "Monument ID": "satellite_dish_N9", "Monument Display Name": "Satellite Dish", "Monument Short Name": "satellite_dish", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/small/satellite_dish.prefab", "Monument Grid Position": "N9", "Monument Vector 3 Position": "(129.90, 44.86, 374.96)", "Is Active": true }, { "Monument ID": "warehouse_V4", "Monument Display Name": "Mining Outpost", "Monument Short Name": "warehouse", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/warehouse.prefab", "Monument Grid Position": "V4", "Monument Vector 3 Position": "(1284.18, 15.79, 1219.98)", "Is Active": true }, { "Monument ID": "warehouse_F7", "Monument Display Name": "Mining Outpost", "Monument Short Name": "warehouse", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/warehouse.prefab", "Monument Grid Position": "F7", "Monument Vector 3 Position": "(-986.19, 38.93, 779.58)", "Is Active": true }, { "Monument ID": "supermarket_1_O7", "Monument Display Name": "Supermarket", "Monument Short Name": "supermarket_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab", "Monument Grid Position": "O7", "Monument Vector 3 Position": "(325.29, 37.62, 711.28)", "Is Active": true }, { "Monument ID": "supermarket_1_N20", "Monument Display Name": "Supermarket", "Monument Short Name": "supermarket_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab", "Monument Grid Position": "N20", "Monument Vector 3 Position": "(92.43, 3.09, -1148.61)", "Is Active": true }, { "Monument ID": "warehouse_L13", "Monument Display Name": "Mining Outpost", "Monument Short Name": "warehouse", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/warehouse.prefab", "Monument Grid Position": "L13", "Monument Vector 3 Position": "(-168.46, 19.62, -140.44)", "Is Active": true }, { "Monument ID": "gas_station_1_G14", "Monument Display Name": "Oxums", "Monument Short Name": "gas_station_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/gas_station_1.prefab", "Monument Grid Position": "G14", "Monument Vector 3 Position": "(-898.03, 5.72, -368.48)", "Is Active": true }, { "Monument ID": "gas_station_1_Q16", "Monument Display Name": "Oxums", "Monument Short Name": "gas_station_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/gas_station_1.prefab", "Monument Grid Position": "Q16", "Monument Vector 3 Position": "(585.36, 22.12, -620.00)", "Is Active": true }, { "Monument ID": "supermarket_1_K9", "Monument Display Name": "Supermarket", "Monument Short Name": "supermarket_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab", "Monument Grid Position": "K9", "Monument Vector 3 Position": "(-326.59, 46.46, 448.36)", "Is Active": true }, { "Monument ID": "underwater_lab_b_N0", "Monument Display Name": "Underwater Labs B", "Monument Short Name": "underwater_lab_b", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/underwater_lab/underwater_lab_b.prefab", "Monument Grid Position": "N0", "Monument Vector 3 Position": "(144.43, -49.99, 1748.15)", "Is Active": true }, { "Monument ID": "OilrigAI_AB3", "Monument Display Name": "Small Oil", "Monument Short Name": "OilrigAI", "Monument Prefab Name": "OilrigAI", "Monument Grid Position": "AB3", "Monument Vector 3 Position": "(2165.13, 0.00, 1247.34)", "Is Active": true }, { "Monument ID": "OilrigAI2_O27", "Monument Display Name": "Large Oil", "Monument Short Name": "OilrigAI2", "Monument Prefab Name": "OilrigAI2", "Monument Grid Position": "O27", "Monument Vector 3 Position": "(271.99, 0.00, -2175.00)", "Is Active": true } ], "BlackList": [ "cave_large_hard", "cave_large_medium", "cave_large_sewers_hard", "cave_medium_easy", "cave_medium_hard", "cave_medium_medium", "cave_small_easy", "cave_small_hard", "cave_small_medium", "entrance_bunker_a", "entrance_bunker_b", "entrance_bunker_c", "entrance_bunker_d", "ice_lake_1", "ice_lake_2", "ice_lake_3", "ice_lake_4", "swamp_a", "swamp_b", "swamp_c", "water_well_a", "water_well_b", "water_well_c", "water_well_d", "water_well_e", "power_sub_big_1", "power_sub_big_2", "power_sub_small_1", "power_sub_small_2", "cave_large_hard", "cave_large_medium", "cave_large_sewers_hard", "cave_medium_easy", "cave_medium_hard", "cave_medium_medium", "cave_small_easy", "cave_small_hard", "cave_small_medium", "entrance_bunker_a", "entrance_bunker_b", "entrance_bunker_c", "entrance_bunker_d", "ice_lake_1", "ice_lake_2", "ice_lake_3", "ice_lake_4", "swamp_a", "swamp_b", "swamp_c", "water_well_a", "water_well_b", "water_well_c", "water_well_d", "water_well_e", "power_sub_big_1", "power_sub_big_2", "power_sub_small_1", "power_sub_small_2", ] }Free -
Version 1.0.1
12 downloads
"We will use this last working Cinema for Propaganda porpose. Use it to Store Radiationjunk and dont let people get it. Burn the death corpses and spread the true words using the civil broadcast system of the Cinema!" - Last message before the Cobalt Scientist disappear Custom Monument with three Puzzles Cinema Inside: Fuse + Greencard for Access to the Cinema Room Loot: Greencrate, Foodcrate Cinema Room: Target to activate the Door to the first big Puzzle Loot: normal Crate Cinema Backroom: Search the for Timers and activate them Swipe alll Cardreaders at the same time (Greencard) Redcardreader can now be used to get into the next Room Loot: Normal Crate, 2x Greencrate, 1x hidden Elite Crate Redcard Backroom: You need a Code to get into the Redroom Mainloot Room Loot: Some Barrels, Normal Crate, Hidden Elite Crate Redcard Room provides access to the Exit Take the Airshaft to the Generator Room. Fuel up Generator to Open the Exit Door. Loot: Green Crate Pack Provides Full Monument like Screenshot (Streets, Housed included) Hight-, Splat-, Topology included$11.00- 2 reviews
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Version V1.1
8 downloads
This map is fully editable, though all edits will be lost when the map is updated. This map also includes a few premium monuments, as all of the custom monuments are broken down. Research Island is a small, 3000 sized map. It contains all of the main procedural monument which normally can't be generated in such a small map. With this there are also a bunch of small, unmarked points of interest. This gives players a variety of things to do, keeping them active. Monuments: Underwater Labs Oilrigs Convoy Launch Site Sewer Branch Survivor's Tunnel Lighthouse Water Treatment Plant Abandoned Supermarket Fishing Villages Small Outpost + Bandit Camp Checkpoint Mini-Airfield Ranch Satellite Dish Mining Outpost HQM Quarry Abandoned Military Base$15.99 -
Version V1.1
13 downloads
A small map centered around the newest monument, the missile silo. This map features an extended fishing village with all the amenities of both outpost and bandit camp. All the terrain on this map has been hand-made for the best experience. This map is also perfect for those who have potato PCs because of its high-fps design. The map features a full progression system, from greencard to redcard, allowing t1-t3 progression throughout the wipe without mods. "good things come in small packages" Monuments: Missile Silo Military Base Fishing Villages Lighthouse Mining Outpost Small Harbor Supermarket Sewer Branch Both Oilrigs Underwater Labs Map Size: 1500 Editable: Yes Beautiful: Yes$8.00 -
Version V1.1
41 downloads
A small, yet beautiful map. Only Facepunch monuments are on the map so players aren't confused when joining. Both oilrigs are on the top and right of the map, close to the fishing villages. Two underwater labs are there also. The map has a full progression system from green card to red card. A small pond is located in the desert, serving as a small attraction for players. Perfect for onegrid or small map servers. Map size: 2000$7.99- 6 comments
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Version 2.3
100 downloads
This map was designed for action packed 'one grid' servers & is constantly supported and updated for the current version of the game with all updates. NOTES - All cliffs and rock formations were updated – If you need support, I'm most active on my discord server @ discord.gg/TJxwpKT2Ge – The password for the editor is included with the map. CUSTOM MONUMENTS > Stranded Vessel - Inspired from the game Sea of Thieves // Recycler, Green Keycard Puzzle (Blue Keycard spawns inside) > Improvised Airfield - Bradley APC, Recycler, Blue Keycard Puzzle (Red Keycard spawns inside) > Active Crash Site - MLRS, 2 scientists > Water Fountain - "Hidden" loot on the buttom, custom zipline tower on top // the rocks inside are climbable > Mini Outpost (Safe-zone) - All outpost vending machines, fortune wheel, recyclers > Sunken Treasure - Loot & Green Keycard Puzzle underwater // Custom zipline tower that leads to mainland > Hijacked Rafts - Around 7 scientists, custom zipline tower in the middle CUSTOM PREFABS > Custom tunnel through the mountain > Custom bridge > Custom zipline towers > Waterfall - Custom zipline tower that leads to stranded vessel > Custom Islands for players to build on > The entire map is manually made. FACEPUNCH MONUMENTS > Dive sites > Underwater Lab > Small Oil Rig > Large Oil Rig > Fishing Village > Lighthouse$21.90 -
- 2 reviews
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Version 1.0.0
4 downloads
One drunken guy from the street started his trip to claim the ladder to be the best brewer in Rustcoon City. Loplop Original Met - get drunk... and vomit! Blue Card Puzzle 2x Green Crates Prefab with whole Scene like seen in the RustEdit Screenshot. Also one House with Accessoires inside$9.00-
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Version 1.0.2
14 downloads
A world of living Undeads means that you need to die before you can life forever Full Graveyard with Puzzle and Redroom find the underground ritual room and place a fuse find 4 timer in the gravehouses that need to be activated after that activate the RedRoom by pushing the button on the ritual room Redcard Reader will be activated in the Waterspring Grave$10.00- 2 comments
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Version 2.0.0
34 downloads
Custom Monument with 2 Rooms Elevator inside needs a Fuse to Work (can be found on roof) Access to Greenroom Third Floor gives informations small generator need to get fuel for the timer-switches 4 Timer need to be activated (check third floor) After that the Greendoor opens on first floor and the "Bunker" opens Redcard room can be accessed as long as the generator has fuel Greenroom Loot 2 Green Crates Redroom Loot Elite Crate 2 Green Crates 1 Normal Crate Prefab comes with a Road around the Monument and some houses - check Screenshot Height, Splat, Alpha - all included$9.00 -
Version 1.0.1
17 downloads
Small "Trap" Monument with Redcard Puzzle. Around the Monument are Beartraps. Also on the House Entrance. In the second Room after breaking the Barricade you will fall into the Altar room... And you'll not get out! "Almighty Lord, in you we trust" Fuse up the Altar, Swipe your Magic card on our Mighty Lord Book, and Push the Skulls to get out. After making the Puzzle the "door" will go down and a Ladder will be visible and usable to get out. Loot: Some Crates 1x Military (Altar Cell) 1x Elite /Altar Cell)$9.00- 1 comment
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Version 1.0.3
36 downloads
Find a way out... but dont do it alone. It could be a problem and youll be there... forever! Green & Recard Puzzle Power Up the Prison on the Outside Get into the Control Room and fuse & fuel the Lift Take the lift to the Cell Stage and find... your way down You cant take the lift down. Door will not Open. Someone made a way down... you just need to find it!$8.00- 4 comments
- 1 review
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Version 4.0.1
26 downloads
Ammo is one of the fhings, needed alot to defens for the always Respawning People in RUST. This Monument is called "Weapon Factory" due the Scene located in a Mountain with Undergroundlevels and alot of things to see. Green- / Blue- and Optional Redcard Puzzle Green & Bluecard Puzzle are combined Greencard: The Greencard Puzzle is located in the "Office" Building and needs to be done to activate the Bluecard Reader 3 x Fuse 1 x Greencard Bluecard: In the patio you need Fuel and a Blue Card Fuel the Electric Car to enable the Bluecard Slider Inside the Blueroom you need to activate a Button to get Into the Control Room. There you find a Button to activate the Ash-Cleaning-System. This System Opens a Hidden Door into the Fire to get to the Underground level and take the Blueroom Loot. If you dont have a Redcard: There is an Green Exit sign, where you can get Out without a Redcard If you have a Redcard: You'll find more Underground rooms and another Puzzle to Solve. You need: 2x Fuse * x Fuel This is how you activate the Redcard Slider to get into the Redroom Loot. Both ways will bring you into the Underground Exit. Covered with Cams and Trucks to get some Defense. Video will follow soon Whole Scene Included (Roads, River, Mountain, Bridge, ...) & Bots Spawn set.$10.00-
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Version 1.1.1
116 downloads
This map is constantly supported and updated for the current version of the game with all updates! Need help? Join my brand new discord server @ discord.gg/TJxwpKT2Ge CUSTOM MONUMENTS - Tool Store - Recycler - Medical Deposit - Green Keycard puzzle (Blue Keycard Spawn inside) - Abandoned Barm - Blue Keycard puzzle (Red Keycard Spawn inside) - Military Base - MLRS, Recycler, no puzzle - Cobalt Blacksite - Underground Bradley APC, Recycler, Oil Refinery, no puzzle - Lost Containers - Abandoned Barges - Fishing Village - Safe Zone, recycler, all outpost vending machines, fortune wheel, marketplace (drone shop), mission vendors (NPCs), repair & research bench DEFAULT MONUMENTS - 2 Lighthouses - Small Oil Rig, Large Oil Rig - 3 Train stations - 1 Underwater Lab NOTES - All cliffs and rock formations are placed manually, - Manually added vegetation (Flowers, Bushes) around most cliffs, - All terrain is manually done. - The map comes with the password for the editor.$19.99- 1 comment
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Version 1.0.5
246 downloads
This harmony mod alters the procedural map generation allowing you to have better maps without having to make or generate a custom map all the time. Features Change minimum world size for: Road Rings Train tracks Remove: Car Wrecks Rivers Road Powerlines Large Powerlines Monuments, swamps, water wells, etc. Any prefab (can be useful to remove electrical boxes, rock formations, small bushes, ice bergs, bus stops, rad towns, etc.) Usage Copy the downloaded DLL file into server/HarmonyMods folder After loading the plugin it will create a directory in the server's root directory called HarmonyConfig, where you will be able to change the config options. Tips You can find the auto spawned prefabs that you might want to block on this website by searching for autospawn. You can preview prefabs by using the tool called RustEdit. Support If you need help or If you have any issues or suggestions you can contact me by joining my discord server: https://discord.gg/efVKDG6z6F or by adding me on discord: Farkas#6006$15.00 -
Version 1.0.0
39 downloads
This map takes place in the long, distant future where most of the island's population has been exterminated or forced into hiding in the extensive caves below the surface. The Cobalt Corporation has grown exponentially, taking over the entire island with an iron fist. The Cobalt Corporation's presence is marked by multiple road checkpoints, manned by armed scientists who shoot anything in sight, ensuring complete control and instilling fear among the island's survivors. The corporation has developed several fortified cities across the island, serving as heavily guarded headquarters. Venture into the unknown as you explore and scavenge the remnants of old vanilla monuments: These iconic structures have either crumbled with time or sunk to the bottom of the sea due to devastating earthquakes. Face the challenge of the ruthless Cobalt Corporation: For those bold enough to confront this powerful entity, the opportunity to seize control of entire cities awaits. Be warned, as these cities are strategically designed, and infiltrating these strongholds would require not only unparalleled skill but also anticipating the movements of its armed scientists. Size: 3750 Prefab count: ∼14k CUSTOM CITY MONUMENTS > Emberwaste city - Level of difficulty: Easy -- Layout > Dusthaven city - Level of difficulty: Medium -- Layout > Sandstone city - Level of difficulty: Hard -- Layout > Green city - Level of difficulty: Hard -- Layout CUSTOM MONUMENTS > Trainyard Ruins > Launch Site Ruins > Road Checkpoints > Bank > Office Buildings > Sunken Power Plant (underground tunnels and sewers are closed) > Sunken Quarrys > 3 Unknown Sunken Monuments - Marked with custom "?" icons on the map to encourage players to explore each one on their own > Lighthouse Ruin > Grand Waterfall > Bridges FEATURES > The mountain is surrounded by a unique rocky - forest biome, and is covered by fumes, giving it a cold look and preventing players from roof camping at the same time. > Ring road > Ring rail in the tier 2 area of the map, dedicated for Armored Train (the plugin is not included) > Bandit Fishing Village contains the best from both outpost and bandit camp > Recyclers and marketplaces at all fishing villages > Buildable bus stops > Large Rock formations that players can build inside, or on top > Sunken monuments for players to explore & loot with submarines / diving tanks > Sunken monuments are fully functional (loot, puzzles, recyclers) > Optimized Prefabs VANILLA MONUMENTS > Harbor (2/2) > Ferry Terminal > Oxum's Gas Station > Supermarket > Airfield > Satelite Dish > Fishing Villages > Lighthouse > Small & Large Oil Rig > Underwater Lab NOTES – Need help? You can always contact me on my discord server @ discord.gg/TJxwpKT2Ge – The password for the editor is included with the map.$39.90 -
Version 1.0.0
102 downloads
The Derelict Platform is a small ocean-based monument that provides other options for players wanting to gather loot mid—or early in the game. This small monument has a single scientist protecting his stash; kill him and get your bounty. Loot 2 diesel Barrels 2 Green Crates 2 Normal Crates 1 Tool CrateFree-
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- #free prefab
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