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Version 1.6.9
1,357 downloads
Never worry about your players fighting over a monument, make them compete for ownership! With this plugin you can configure several parameters then players can compete to claim a monument for a set time. There is enough configuration and options that this would work well for any server, whether PvE or PvP. Video Description This plugin will automatically find Facepunch standard monuments, including Cargo Ship and Oil Rigs that are on the map, and which can be specified in the configuration. This will create a zone around each monument in which customizable rules apply for anyone coming to the monument, whether they become owner or not. You can also create a zone using coordinates anywhere on the map, and assign certain rules to it. Chat Command (For all players) mocd - Displays all cooldowns for the player Chat Command (For Admins) mocreatecustomzone {name} - Creates a file for a custom zone in the Data/MM_Data/MonumentOwner/Custom Zones folder with the administrator position at the time of file creation moshowid - Creates a mark for the administrator that displays the ID of each zone on the map modrawedges - Shows the administrator the boundaries of each square zone on the map (used to set up such zones) Console Command (RCON only) mocdreset {SteamID64} - Resets all cooldowns for the player mogetcd {SteamID64} - Outputs information to the console with all the cooldowns of the player Plugin Config example of a configuration for monuments sample configuration for the plugin HOOKS void OnPlayerEnteredMonument(BasePlayer playerEntered, Vector3 zonePos, float zoneRadius) - called when the player has entered the zone after all checks void OnPlayerExitedMonument(BasePlayer playerEntered, Vector3 zonePos, float zoneRadius) - called when the player is exited of the zone API The answer true or false will tell whether there is a zone in this coordinate private bool HasZone(Vector3 posMonument) The answer true or false will tell whether the zone belongs to someone private bool HasOwner(Vector3 posMonument) The answer BasePlayer will tell who the zone belongs to private BasePlayer GetOwner(Vector3 posMonument) The answer true or false will tell whether the player can become the owner private bool CanPlayerBecomeOwner(Vector3 posMonument, BasePlayer player) Forcibly establishes the owner of the zone, bypassing checks on his ability to become the owner. The answer true or false will tell whether he was able to become one or the zone is occupied by another player private bool SetOwner(Vector3 posMonument, BasePlayer player) Deletes a zone. The answer true or false will tell whether he was able to do it private bool RemoveZone(MonumentInfo monument) Creates a zone for the desired monument. The answer true or false will tell whether he was able to do it private bool CreateZone(MonumentInfo monument) Translation assistance by Jbird. Check out more of my work here JTedal's library. Come see our whole teams work Mad Mapper Library. Come by the Mad Mapper Discord for support, feedback, or suggestions!$26.99- 152 comments
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Version 1.3.1
6,476 downloads
This plugin adds variety of NPC sets with very high number of parameter sets on standard and custom monuments. Also it is added during dropping the server AirDrop, locked crate and destroying a tank or helicopter Dependencies (optional, not required) AlphaLoot CustomLoot True PVE Kits Economics Server Rewards IQEconomic PveMode Custom maps Maps that have default settings for their custom monuments. For these maps, you will not need to create places for the appearance of NPCs, they have already been created by the map developer and are located inside the archive when buying the map You can also download all these files for all maps here Detroit: Irreparable Damage Oregon 2: Last Hope Lostly Island Frontier – American Old West Oregon: Land of Dead Badlands Foreign Lands Namalsk Kong: Skull Island Destroyed World Deathland Dreamland Last Train Pandora Railway Island Wasteland Cataclysm: Fury of Nature Last Oasis Crazy Island Standard monuments This item of the plugin settings is used for appearing NPCs in all standard monuments. All these settings are located in the Monument folder (oxide/data/BetterNpc/Monument). Each file in this folder corresponds to a standard monument If there is no standard monument file in the folder, you can create it (you need to name the file the same way as the standard monuments on the map inside the game). You can copy the settings from any other standard monument Configuration parameters: Enabled? [true/false] – It allows to enable/disable the appearance of NPC on the monument. If you need NPCs appearing on the map and don’t need it on another map, you can use this option simply The size of the monument – this parameter contains two values. It is the length and width of the monument. This parameter is necessary for random appearance of NPC on the monument and indication of limits of removal of standard NPCs on the monument (if it is necessary) Remove other NPCs? [true/false] – It deletes the standard NPCs inside the limits of this monument Presets – It is a list of all the NPC presets to appear on the monument (the description of the NPC preset settings is located below) Custom monuments This item of the plugin settings is responsible for the appearance of NPCs on custom monuments. All these settings are located in the Custom folder (oxide/data/BetterNpc/Custom). Each file in this folder corresponds to a custom monument If you have bought a map with already configured NPC appearance files for custom monuments you will copy these files into the Custom folder. If you want to create and configure the appearance of NPC in your custom location on the map, you will use the command in the administrators’ chat /SpawnPointAdd {name} (see the description of this command below in the instruction) Configuration parameters: Enabled? [true/false] – It allows to enable/disable the appearance of NPC on the monument. If you need NPCs appearing on the map and don’t need it on another map, you can use this option simply Position – It is a position of the custom monument on the map Rotation – It is a rotation of the custom monument on the map (this parameter is necessary for using custom places to appear of NPC on the monument, if the monument is used on more than one map) Radius – It is the radius of the custom monument from the position on the map Remove other NPCs? [true/false] – It removes the standard NPCs inside the limits of this monument Presets – It is a list of all the NPC presets to appear on the monument (the description of the NPC preset settings is located below) Roads This item of the plugin settings is used to appear NPCs on all types of roads. All these settings are located in the Road folder (oxide/data/BetterNpc/Road). Each file in this folder corresponds to a particular road type ExtraNarrow – It is a narrow, unpaved walkway ExtraWide It is a wide, paved, two-lane, beltway road Standard – It is a regular, paved road Configuration parameters: Enabled? [true/false] – It allows to enable/disable the appearance of NPC on the road. If you need NPCs appearing on the map and don’t need it on another map, you can use this option simply Presets – It is a list of all the NPC presets to appear on the road (the description of the NPC preset settings is located below) Biomes This item of the plugin settings is used to appear NPCs on all types of biomes. All these settings are located in the Biome folder (oxide/data/BetterNpc/Biome). Each file in this folder corresponds to a particular biome type (Arctic, Arid, Temperate, Tundra) Configuration parameters: Enabled? [true/false] – It allows to enable/disable the appearance of NPC on the biome. If you need NPCs appearing on the map and don’t need it on another map, you can use this option simply Presets – It is a list of all the NPC presets to appear on the biome (the description of the NPC preset settings is located below) In-game events This item of the plugin settings is used to appear the NPCs in standard Rust events. All of these settings are located in the Event folder (oxide/data/BetterNpc/Event). Each file in this folder corresponds to its own type of event The supported events: When the plane drops the server AirDrop, it will be guarded by specific NPC presets CH47 – When the chinook drops a locked crate during patrolling the map, it will be guarded by specific NPC presets Bradley – When someone destroys a tank, its crates will be guarded by specific NPC presets Helicopter – When someone shoots down a patrol helicopter, its crates will be guarded by specific NPC presets Configuration parameters: Enabled? [true/false] – It allows to enable/disable the appearance of NPC on the event. If you need NPCs appearing on the map and don’t need it on another map, you can use this option simply Radius – NPC appearance radius Presets – It is a list of all the NPC presets to appear on the event (the description of the NPC preset settings is located below) The NPC preset parameters Enabled? [true/false] – It is enabling/disabling the preset Minimum numbers – Day – It is the minimum number of NPCs from the day preset Maximum numbers – Day – It is the maximum number of NPCs from the day preset Minimum numbers – Night – It is the minimum number of NPCs from the night preset Maximum numbers – Night – It is the maximum number of NPCs from the night preset NPCs setting – It is all NPC settings of this preset (see the description of NPC settings for details) Type of appearance (0 – random; 1 – own list) – It is a type of NPC appearance. You can create your own list of places of NPC appearance. The NPC will appear only randomly. This parameter is not used in Road appearance types Own list of locations – It is your own list of NPC appearances. You need to use the number of locations at least the maximum possible number of NPCs in this preset. This parameter is not used in Road appearance types The path to the crate that appears at the place of death – It is the full path to the crate prefab that appears at the place of death of an NPC. If you don’t need this parameter, you should leave this blank Which loot table should the plugin use (0 – default; 1 – own; 2 – AlphaLoot; 3 – CustomLoot; 4 – loot table of the Rust objects; 5 – combine the 1 and 4 methods) – It is the type of the NPC loot table in this preset. Type 5 includes two types (1 and 4) at the same time and locates items from both types Loot table from prefabs (if the loot table type is 4 or 5) – It is a setting of the loot tables from Rust objects. You can see the loot table of Rust objects description for more details Own loot table (if the loot table type is 1 or 5) – It’s NPC’s own loot table. You can see the description of your own loot table for more details The NPC settings description Names is a list of NPC names. It is selected from the list randomly Health – It’s the HP amount of the NPC Roam Range – It’s the patrolling area distance. It’s the distance that the NPC can move from the place of appearance during patrolling Chase Range – It’s the chase range of the target. It’s the distance that the NPC can chase his target from the place of appearance Attack Range Multiplier – It’s the attack range multiplier of the NPC’s weapon Sense Range – It’s a target detection radius Target Memory Duration [sec.] – It’s the time that the NPC can remember his target Scale damage – It’s the damage multiplier from NPC to the player Aim Cone Scale – It’s the spread of NPC shooting, the default value in Rust is 2. It doesn’t take negative values Detect the target only in the NPCs viewing vision cone? [true/false] – It’s the parameter that allows detecting the target only in a certain NPC viewing. If you want to detect the target in 360 degrees, you will set the parameter “False” Vision Cone – It’s the NPC viewing. The range of values is from 20 to 180 degrees. If the previous parameter is False, this parameter is not used Speed – It’s the NPC speed. The default value in Rust is 5 Minimum time of appearance after death [sec.] – It’s the minimum time of NPC appearance after the death. This parameter is not used in the NPC Event places Maximum time of appearance after death [sec.] – It’s the maximum time of NPC appearance after the death. This parameter is not used in the NPC Event places Disable radio effects? [true/false] – You can disable/enable radio effects Is this a stationary NPC? [true/false] – If this parameter is True, the NPC will not move or run Remove a corpse after death? [true/false] – This parameter can control the deleting of NPC corpses (only backpacks are left). This parameter improves efficiency if there are a lot of NPCs Wear items – It’s a list of NPCs’ clothes and armor Belt items – It’s a list of weapons and items NPCs’ fast slots. Medical syringes are used for healing. If you give grenades to an NPC, he will use them. Smoke grenades are used for creating smoke screens (if you don’t need them, you should remove them from your inventory). If you give a Rocket Launcher to an NPC, he will raid the target’s building (if the target is inside it) Kits – It gives a pack of Kits plugin. If you don’t need this parameter, you should leave this blank. I recommend using the previous 2 points to configure NPC items A description of the Rust loot table settings Minimum numbers of prefabs –It’s the minimum numbers of prefabs that are needed to appear in the NPC loot table Maximum numbers of prefabs –It’s the maximum numbers of prefabs that are needed to appear in the NPC loot table Use minimum and maximum values? [true/false] – this parameter specifies whether to use the minimum and maximum numbers to limit the number of items List of prefabs – It’s a list of prefabs that need to add in the loot table. It is necessary to indicate the full path to the prefab and the probability of falling out this prefab A description of the own loot table settings Minimum numbers of items – It’s the minimum number of items Maximum numbers of items – It’s the maximum number of items Use minimum and maximum values? [true/false] – this parameter specifies whether to use the minimum and maximum numbers to limit the number of items List of items – It’s a total list of all items that can fall out in the NPC loot table. You can specify any standard items, their blueprints and any skinned or custom items The commands in the chat (for admins only) /SpawnPointPos {name} – To show the local admin’s position coordinates relative to the place where the NPC {name} appears /SpawnPointAdd {name} – To create the NPC appearance point {name} in the Admin’s custom coordinates. A file with this name will be created in the folder Custom and you can configure it as you need /SpawnPointAddPos {number} {name} – To write the local admin’s coordinate into the preset with the positional number {number} (starting from 1) to the place where the NPC {name} appears /SpawnPointAddWear {number} {name} – To write all the admin’s dressed clothes into the preset with the positional number {number} (starting from 1) to the place where the NPC {name} appears /SpawnPointAddBelt {number} {name} – To write all the admins’ quick slots cells into a preset with the positional number {number} ( starting from 1) to the place where the NPC {name} appears /SpawnPointShowPos {number} {name} – To show to the Admin all the custom NPC appearance points in the preset with the positional number {number} ( starting from 1) in the place where the NPC {name} appears /SpawnPointReload {name} – Reload Spawn Point with the name {name} Console commands (RCON only) ShowAllNpc – Shows the number of all NPCs of the BetterNpc plugin on your server Hooks object CanAirDropSpawnNpc(SupplyDrop supplyDrop) – It is called before an NPC appearance to guard an AirDrop. The returning of a non-zero value stops an NPC appearance object CanCh47SpawnNpc(HackableLockedCrate crate) – It is called before an NPC appearance to guard a locked chinook crate. The returning of a non-zero value stops an NPC appearance object CanBradleySpawnNpc(BradleyAPC bradley) – It is called before an NPC appearance to guard the boxes from crushed Bradley. The returning of a non-zero value stops an NPC appearance object CanHelicopterSpawnNpc(BaseHelicopter helicopter) – It is called before an NPC appearance to guard the crates from crushed patrol helicopter. The returning of a non-zero value stops an NPC appearance API void DestroyController(string name) – It destroys the place of appearance NPC with the name {name} void CreateController(string name) – It creates the place of appearance NPC with the name {name} These APIs can be used with standard monuments, custom monuments (NPC locations) and roads. The name of this monument is in standard monuments {name}. It is the name of the file in the Custom and Road folder in custom monuments and roads My Discord: KpucTaJl#8923 Join the Mad Mappers Discord here! Check out more of my work here! Creator of the default configuration – jtedal$30.00 -
Version 0.1.17
1,584 downloads
Useful API plugin that imitates in-game status bars, allowing the addition of custom status bars. Note: AdvancedStatus does not display any bars on its own. This is done by other plugins that work with it. An example plugin demonstrating interaction with AdvancedStatus. The ability to specify the frequency of calculating the number of bars; The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to specify custom text; The ability to customize the color, size and font of the text; No need to pass all parameters; No need to manually delete your bar when unloading your plugin. advancedstatus.admin - Grants access to the chat command(by default /bar). { "Chat command": "bar", "Is it worth enabling console notifications for the successful loading of local images?": false, "Interval(in seconds) for counting in-game status bars": 0.5, "Interval(in seconds) for counting Building Privilege status bars. Note: Calculating Building Privilege is significantly more resource-intensive than other counts": 1.0, "Bar - Display Layer. If you have button bars, it's advisable to use Hud(https://umod.org/guides/rust/basic-concepts-of-gui#layers)": "Under", "Bar - Left to Right": true, "Bar - Offset between status bars": 2, "Bar - Default Height": 26, "Main - Default Color": "#505F75", "Main - Default Transparency": 0.7, "Main - Default Material(empty to disable)": "", "Image - Default Image": "AdvancedBar_Image", "Image - Default Color": "#6B7E95", "Image - Default Transparency": 1.0, "Image - Outline Default Color": "#000000", "Image - Outline Default Transparency": 1.0, "Image - Outline Default Distance": "0.75 0.75", "Text - Default Size": 12, "Text - Default Color": "#FFFFFF", "Text - Default Transparency": 1.0, "Text - Default Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Text - Default Offset Horizontal": 0, "Text - Outline Default Color": "#000000", "Text - Outline Default Transparency": 1.0, "Text - Outline Default Distance": "0.75 0.75", "SubText - Default Size": 12, "SubText - Default Color": "#FFFFFF", "SubText - Default Transparency": 1.0, "SubText - Default Font": "RobotoCondensed-Bold.ttf", "SubText - Outline Default Color": "#000000", "SubText - Outline Default Transparency": 1.0, "SubText - Outline Default Distance": "0.75 0.75", "Progress - Default Color": "#89B840", "Progress - Default Transparency": 0.7, "Progress - Default OffsetMin": "25 2.5", "Progress - Default OffsetMax": "-3.5 -3.5", "Version": { "Major": 0, "Minor": 1, "Patch": 17 } } Note: Default values will be used if the external plugin does not pass the property itself. EN: { "MsgDays": "d", "MsgHours": "h", "MsgMinutes": "m", "MsgSeconds": "s" } RU: { "MsgDays": "д", "MsgHours": "ч", "MsgMinutes": "м", "MsgSeconds": "с" } images reload *ImageName* - Reloads the specified image from the image folder; all - Reloads all local images from the image folder. Example: /bar images reload all Note: To access the commands, the player must be an admin(console or owner) or have the advancedstatus.admin permission. OnAdvancedStatusLoaded: Called after the AdvancedStatus plugin is fully loaded and ready. OnPlayerGainedBuildingPrivilege: Called after the player enters their building privilege. OnPlayerLostBuildingPrivilege: Called after the player exits their building privilege. void OnAdvancedStatusLoaded() { Puts("The AdvancedStatus plugin is loaded and ready to go!"); } void OnPlayerGainedBuildingPrivilege(BasePlayer player) { Puts($"{player.displayName} entered the authorized building privilege zone."); } void OnPlayerLostBuildingPrivilege(BasePlayer player) { Puts($"{player.displayName} exited the authorized building privilege zone."); } [PluginReference] private Plugin AdvancedStatus; There are 15 methods: IsReady CreateBar UpdateContent DeleteBar DeleteCategory DeleteAllBars GetTotalClientBars GetTotalPlayerBars LoadImages LoadImage CopyImage DeleteImages DeleteImage BarExists InBuildingPrivilege There are 5 types of bar: Default - A simple bar that displays the provided information. Does not update the value of SubText by itself; Timed - Similar to the default bar, but it automatically disappears after the specified time in the TimeStamp parameter; TimeCounter - The SubText shows the remaining time until TimeStamp. Also automatically removed upon expiration of the TimeStamp; TimeProgress - Similar to the Timed bar, but additionally features an automatically filling progress bar; TimeProgressCounter - Similar to the TimeCounter bar, but additionally features an automatically filling progress bar. IsReady: Used to check if the AdvancedStatus plugin is loaded and ready to work. The IsReady method returns true if it is ready, or null if it is not. (bool)AdvancedStatus?.Call("IsReady");//Calling the IsReady method. If the result is not null(bool true), the plugin is ready. CreateBar: Used to create a bar or update bar values for a player. To call the CreateBar method, you need to pass 2 parameters. The first one is BasePlayer or <ulong>playerID. The second one is a dictionary with the parameters you need. In the CreateBar method, all parameters are optional, except for two: Id; Plugin. Parameters not specified when creating a new bar will use the values set in the AdvancedStatus plugin's configuration file. Parameters not specified during bar update will retain the values they had before the update. Note: The plugin does not update values automatically, you need to manually send new values. Dictionary<string, object> parameters = new Dictionary<string, object> { { "Id", "AdvancedStatusDemo_1" }, //<string>Unique identifier for the bar in your plugin. ***This is a required field. { "BarType", "Default" }, //<string>Type of the bar. There are 4 types: Default, Timed, TimeCounter and TimeProgress. { "Plugin", "AdvancedStatusDemo" }, //<string>Name of your plugin. ***This is a required field. { "Category", "Default" }, //<string>Internal plugin category of the bar. { "Order", 10 }, //<int>The position of your bar relative to others. Order is determined by increasing values(ASC). { "Height", 26 }, //<int>The height of your bar. A standard bar is 26 pixels. { "Main_Color", "#505F75" }, //<string>HTML Hex color of the bar background. { "Main_Transparency", 0.7f }, //<float>Transparency of the bar background. { "Main_Material", "assets/content/ui/uibackgroundblur.mat" }, //<string>Material of the bar background(empty to disable). { "Image", "scrap" }, //<string>Name of the image saved in the ImageLibrary or a direct link to the image if ImageLibrary is not used. { "Image_Local", "AdvancedStatusDemo_Scrap" }, //<string>The name of the image file(without its extension) located in *SERVER*\data\AdvancedStatus\Images. Leave empty to use Image. { "Image_Sprite", "" }, //<string>Sprite image of the bar. Leave empty to use Image_Local or Image. { "Is_RawImage", true }, //<bool>Which type of image will be used? True - CuiRawImageComponent. False - CuiImageComponent. { "Image_Color", "#6B7E95" }, //<string>HTML Hex color of the bar image. { "Image_Transparency", 1.0f }, //<float>Transparency of the image. { "Text", "Scrap" }, //<string>Main text. { "Text_Size", 12 }, //<int>Size of the main text. { "Text_Color", "#FFFFFF" }, //<string>HTML Hex color of the main text. { "Text_Font", "RobotoCondensed-Bold.ttf" }, //<string>Font of the main text. { "Text_Offset_Horizontal", 0 }, //<int>Horizontal offset for the main text. { "SubText", "35" }, //<string>Sub text. { "SubText_Size", 12 }, //<int>Size of the sub text. { "SubText_Color", "#FFFFFF" }, //<string>HTML Hex color of the sub text. { "SubText_Font", "RobotoCondensed-Bold.ttf" }, //<string>Font of the sub text. { "TimeStampStart", Network.TimeEx.currentTimestamp }, //<double>Responsible for specifying the start point of the time reference and 0% for TimeProgress and TimeProgressCounter bars. Used if the bar type is Timed, TimeCounter, TimeProgress or TimeProgressCounter. { "TimeStamp", Network.TimeEx.currentTimestamp + 6 }, //<double>Specifies the end time point after which the bar will be destroyed and 100% for TimeProgress and TimeProgressCounter bars. Used if the bar type is Timed, TimeCounter, TimeProgress or TimeProgressCounter. { "TimeStampDestroy", Network.TimeEx.currentTimestamp + 3 }, //<double>If TimeStampDestroy is specified and it is less than TimeStamp, the bar will be destroyed by TimeStampDestroy. Used if the bar type is Timed, TimeCounter, TimeProgress or TimeProgressCounter. { "Progress", (float)35 / 100f }, //<float>Progress. From 0.0 to 1.0. { "Progress_Reverse", false }, //<bool>Progress reverse. A value of false means that the progress will increase. Used if the bar type is TimeProgress or TimeProgressCounter. { "Progress_Color", "#89B840" }, //<string>Progress color. { "Progress_Transparency", 1f }, //<float>Progress transparency. { "Progress_OffsetMin", "25 2.5" }, //<string>Progress OffsetMin: "*left* *bottom*". { "Progress_OffsetMax", "-3.5 -3.5" }, //<string>Progress OffsetMax: "*right* *top*". { "Command", "kit" } //<string>If the field is not empty, the bar becomes clickable, and the specified command is executed upon clicking. Note: the command must be covalence. }; AdvancedStatus?.Call("CreateBar", player.userID.Get(), parameters); //Calling the CreateBar method with the passing of BasePlayer/playerID and a dictionary containing the required parameters. UpdateContent: Used to update only the content of an existing status bar. To call the UpdateContent method, you need to pass 2 parameters. The first one is BasePlayer or <ulong>playerID. The second one is a dictionary with the parameters you need. In the UpdateBar method, all parameters are optional, except for two: Id; Plugin. var parameters = new Dictionary<string, object> { { "Id", "MyID" }, //<string>Unique identifier for the bar in your plugin. ***This is a required field. { "Plugin", Name }, //<string>Name of your plugin. ***This is a required field. { "Text", "MyText" }, //<string>Main text. { "SubText", "MyText" }, //<string>Sub text. { "Progress", (float)amount / 100f }, //<float>Progress. From 0.0 to 1.0. }; AdvancedStatus?.Call("UpdateContent", player.userID.Get(), parameters); //Calling the UpdateContent method with the passing of BasePlayer/playerID and a dictionary containing the required parameters. DeleteBar: Used to remove the bar for a player. There are two methods for removing a bar by ID: with specifying a particular player; To call this method, you need to pass 3 parameters. The first one is BasePlayer or <ulong>playerID. The second one is Id of your bar and the third one is name of your plugin. without specifying a particular player (which removes it for all players) To call this method, you need to pass 2 parameters. The first one is Id of your bar and the second one is name of your plugin. AdvancedStatus?.Call("DeleteBar", player.userID.Get(), barID, Name); //Calling the DeleteBar method with the passing of BasePlayer/playerID, ID of the bar and the name of your plugin. AdvancedStatus?.Call("DeleteBar", barID, Name); //Calling the DeleteBar method with the passing of ID of the bar and the name of your plugin. If you try to delete a bar that doesn't exist, nothing bad will happen. So feel free to delete the bar without checking its existence. P.S. When unloading your plugin, there is no need to manually delete bars for players, AdvancedStatus will handle it automatically. DeleteCategory: Used to remove all bars associated with the plugin's category. To call the DeleteCategory method, you need to pass 2 parameters. The first one is category and the second one is name of your plugin. AdvancedStatus?.Call("DeleteCategory", "Default", Name);//Calling the DeleteCategory method by passing the category and name of your plugin DeleteAllBars: Used to remove all bars associated with the plugin. To call the DeleteAllBars method, you need to pass only 1 parameter. It is name of your plugin. AdvancedStatus?.Call("DeleteAllBars", Name);//Calling the DeleteAllBars method, passing the name of your plugin GetTotalClientBars: Used to get the number of client bars for the player. To call the GetTotalClientBars method, you need to pass only 1 parameter. It is BasePlayer or <ulong>playerID. (int)AdvancedStatus?.Call("GetTotalClientBars", player.userID.Get());//Calling the GetTotalClientBars method, passing the name of BasePlayer/playerID GetTotalPlayerBars: Used to get the number of active custom bars for the player. To call the GetTotalPlayerBars method, you need to pass only 1 parameter. It is BasePlayer or <ulong>playerID. (int)AdvancedStatus?.Call("GetTotalPlayerBars", player.userID.Get());//Calling the GetTotalPlayerBars method, passing the name of BasePlayer/playerID LoadImages: Used to check if the local images specified in the list are loaded. If any of the images are not loaded but their files exist in the images folder, the plugin will load them. To call the LoadImages method, you need to pass only 2 parameters. The first one is the <List<string>>list of image's name and the second one(optional) is <bool>force, which, if set to true, will force reload the image even if it already exists. AdvancedStatus?.Call("LoadImages", list, false);//Calling the LoadImages method, passing a list of image names LoadImage: Used to check if the local image is loaded. If the file is not loaded and exists in the images folder, the plugin will load it. To call the LoadImage method, you need to pass 2 parameters. The first one is the <string>image's name and the second one(optional) is <bool>force, which, if set to true, will force reload the image even if it already exists. AdvancedStatus?.Call("LoadImage", imgName, false);//Calling the LoadImage method, passing an image's name CopyImage: Used to create and load a copy of an existing image. To call the CopyImage method, you need to pass 3 parameters. The first parameter is the <string>source image's name, the second parameter is the <string>new image's name and the third one(optional) is <bool>force, which, if set to true, will force copy and reload the image even if it already exists. AdvancedStatus?.Call("CopyImage", "ZoneStatus_Default", "ZoneStatus_NewZone", false);//Calling CopyImage, passing the source image name and the new image name. DeleteImages: Used to delete a list of images and their files. To call the DeleteImages method, you need to pass 2 parameters. The first one is the <List<string>>list of image's name and the second one(optional) parameter is <bool>deleteFile, which, if set to true, will delete image's file too. AdvancedStatus?.Call("DeleteImages", list, true);//Calling DeleteImages, passing a list of image names. DeleteImage: Used for removing the image and the image file. To call the DeleteImage method, you need to pass 2 parameters. The first parameter is the <string>image's name and the second one(optional) parameter is <bool>deleteFile, which, if set to true, will delete image's file too. AdvancedStatus?.Call("DeleteImage", "ZoneStatus_NewZone", true);//Calling DeleteImage, passing the image name. BarExists: Used to check if the specified bar exists. To call the BarExists method, you need to pass 3 parameters. The first one is BasePlayer or <ulong>playerID. The second one is Id of your bar. And the third one is name of your plugin. (bool)AdvancedStatus?.Call("BarExists", player.userID.Get(), barID, Name);//Calling the BarExists method with the passing of BasePlayer/playerID, ID of the bar and name of your plugin. InBuildingPrivilege: Used to check if the player has authorized building privileges. To call the InBuildingPrivilege method, you need to pass BasePlayer or <ulong>playerID. (bool)AdvancedStatus?.Call("InBuildingPrivilege", player.userID.Get());//Checking if the player has Building Privilege.$1.99 -
Version 0.1.13
751 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. P.S. Since the previous implementation with DynamicPVP was not correct and had some issues, I have added universal hooks(Developer API section) for general access from all PvP plugins, which are currently missing in DynamicPVP. I have requested the author to add them(3 lines), but for now, you will need to use the modified version of DynamicPVP.cs 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 = $1100. { "Chat admin command": "adminpve", "Chat command": "realpve", "Is it worth forcibly implementing PvE for a server?": true, "Is it worth enabling GameTips for messages?": true, "Is it worth preventing the sending of 'Give' messages?": true, "Is it worth preventing resource gathering in someone else's building privilege area?": false, "Is it worth preventing the pickup of plants spawned by the server in someone else's building privilege zone?": false, "Is it worth assigning portals(Halloween and Christmas) to the first player?": true, "Is it worth preventing players from handcuffing others?": true, "Is it worth preventing a backpack from dropping upon player death?": true, "Is it worth preventing damage to the laptop of the Hackable Crate?": true, "Is it worth removing the penalties for recyclers in safe zones?": true, "Which currency symbol and format will be utilized?": "${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 0.39 0.28 0.7", "Main_Transparency": 0.8, "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 0.39 0.28 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" }, "PvP - Settings for the progress status bar": { "Main_Color(Hex or RGBA)": "1 1 1 0.15", "Main_Transparency": 0.15, "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": 13 } } 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": 10.0, "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, "Settings for the status bar": { "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" }, "Settings for the progress status bar": { "Main_Color(Hex or RGBA)": "1 1 1 0.15", "Main_Transparency": 0.15, "Progress_Reverse": true, "Progress_Color": "#FFBF99", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" } } 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. [PluginReference] private Plugin RealPVE; There are 6 universal hooks that the plugin is subscribed to, the use of which allows interaction with PVP in various PVE plugins: OnPlayerEnterPVP OnPlayerExitPVP OnEntityEnterPVP OnEntityExitPVP CreatePVPMapMarker DeletePVPMapMarker OnPlayerEnterPVP: Used to add a player to PVP mode/zone. To call the OnPlayerEnterPVP hook, you need to pass 2 parameters: <BasePlayer>player - The player to add to PVP; <string>zoneID - A unique identifier for your PVP zone. This parameter is very important because a player can be in multiple PVP zones at the same time and passing the zoneID in this case allows for correct processing of the player's location within them. Interface.CallHook("OnPlayerEnterPVP", player, "*Your unique zone identifier*");//Calling the OnPlayerEnterPVP hook to tell PVE plugins that the player needs to be added to the specified PVP zone. OnPlayerExitPVP: Used to remove a player from PVP mode/zone. Calling this hook guarantees the player’s removal from the specified PVP zone, but does not guarantee the removal from PVP mode, as there may be other zones in addition to yours. Also, when a player dies, they are automatically removed from all PVP zones. To call the OnPlayerExitPVP hook, you need to pass 3 parameters, 1 of which is optional: <BasePlayer>player - The player to remove from PVP; <string>zoneID - A unique identifier for your PVP zone; <float>pvpDelay - Optional. When the player exits your PVP zone, you can also pass the PVP delay time. However, if the player still has other active PVP zones, your PVP delay will not take effect. Interface.CallHook("OnPlayerExitPVP", player, "*Your unique zone identifier*", 10f);//Calling the OnPlayerExitPVP hook to tell PVE plugins that the player needs to be removed from the specified PVP zone, with the pvpDelay(10 seconds) specified if the player no longer has any active PVP zones. OnEntityEnterPVP: Used to add an entity to PVP mode/zone. In the case of RealPVE, this hook is only necessary to add entities with an owner(player) to a PVP, allowing other players to interact with them, such as a player's corpse after death(PlayerCorpse) or a backpack after the corpse disappears(DroppedItemContainer). To call the OnEntityEnterPVP hook, you need to pass 2 parameters: <BaseEntity>entity - The entity to add to PVP; <string>zoneID - A unique identifier for your PVP zone. Interface.CallHook("OnEntityEnterPVP", entity, "*Your unique zone identifier*");//Calling the OnEntityEnterPVP hook to tell PVE plugins that the entity needs to be added to the specified PVP zone. OnEntityExitPVP: Used to remove an entity from PVP mode/zone. When an entity dies, it is automatically removed from all PVP zones. To call the OnEntityExitPVP hook, you need to pass 3 parameters, 1 of which is optional: <BaseEntity>entity - The entity to remove from PVP; <string>zoneID - A unique identifier for your PVP zone; <float>pvpDelay - Optional. When the entity exits your PVP zone, you can also pass the PVP delay time. However, if the entity still has other active PVP zones, your PVP delay will not take effect. Interface.CallHook("OnEntityExitPVP", entity, "*Your unique zone identifier*", 10f);//Calling the OnEntityExitPVP hook to tell PVE plugins that the entity needs to be removed from the specified PVP zone, with the pvpDelay(10 seconds) specified if the entity no longer has any active PVP zones. CreatePVPMapMarker: Used to create a map marker for the PVP zone. To call the CreatePVPMapMarker hook, you need to pass 5 parameters, 2 of which is optional: <string>zoneID - A unique identifier for your PVP zone; <Vector3>pos - The position of your PVP zone; <float>radius - The radius of the circle for your PVP zone; <string>displayName - Optional. The display name for the map marker; <BaseEntity>entity - Optional. The entity to which the map marker should be attached. Interface.CallHook("CreatePVPMapMarker", "*Your unique zone identifier*", pos, 25f, "ATTENTION! This is a PVP zone!");//Calling the CreatePVPMapMarker hook to tell PVE plugins to create a map marker for the specified zone, at the specified position with the given radius, but without specifying a parent entity. DeletePVPMapMarker: Used to delete a map marker for the PVP zone. To call the DeletePVPMapMarker hook, you need to pass only 1 parameter: <string>zoneID - A unique identifier for your PVP zone. Interface.CallHook("DeletePVPMapMarker", "*Your unique zone identifier*");//Calling the DeletePVPMapMarker hook to tell PVE plugins to delete a map marker for the specified zone. There are 5 hooks that the plugin calls: OnPlayerPVPDelay OnPlayerPVPDelayed OnPlayerPVPDelayRemoved OnZoneStatusText CanRedeemKit OnPlayerPVPDelay: Called when a player exits the last active PVP zone, allowing other plugins to overwrite the value for pvpDelay. Returning a float value allows changing the pvpDelay for the player. A value less than zero disables the pvpDelay. When calling the OnPlayerPVPDelay hook, 3 parameters are passed: <BasePlayer>player - The player to whom the pvpDelay is applied; <float>pvpDelay - The initial value of pvpDelay; <string>zoneID - A unique identifier of PVP zone. object OnPlayerPVPDelay(BasePlayer player, float pvpDelay, string zoneID) { Puts($"Attempting to set a PvP delay of {pvpDelay} seconds for player {player.displayName} in zone {zoneID}!"); if (zoneID == "*Your unique zone identifier*") { return 15f;//Overriding the values for pvpDelay } return null;//Leave unchanged } OnPlayerPVPDelayed: Called after the PVP delay has been set for the player. When calling the OnPlayerPVPDelayed hook, 3 parameters are passed: <BasePlayer>player - The player to whom the pvpDelay is applied; <float>pvpDelay - The value of pvpDelay; <string>zoneID - A unique identifier of PVP zone. void OnPlayerPVPDelayed(BasePlayer player, float pvpDelay, string zoneID) { Puts($"A PvP delay of {pvpDelay} seconds has been set for player {player.displayName} in zone {zoneID}!"); } OnPlayerPVPDelayRemoved: Called when the PVP delay is removed from the player after they enter a PVP zone with an active PVP delay. When calling the OnPlayerPVPDelayRemoved hook, only 1 parameter is passed: <BasePlayer>player - The player from whom the PVP delay has been removed. void OnPlayerPVPDelayRemoved(BasePlayer player) { Puts($"PVP delay has been removed for player {player.displayName} as they entered a PVP zone!"); } OnZoneStatusText: Called when the text with the nice name for the specified zone is needed, to be displayed in the status bar. When calling the OnZoneStatusText hook, 2 parameters are passed: <BasePlayer>player - The player for whom the nice name for the zone is being requested; <string>zoneID - A unique identifier of PVP zone. object OnZoneStatusText(BasePlayer player, string zoneID) { Puts($"Text for the status bar is required for zone {zoneID}"); if (zoneID == "*Your unique zone identifier*") { return lang.GetMessage("*langKey*", this, player.UserIDString);//<string>Overriding the value for the status bar text } return null;//Leave unchanged } CanRedeemKit: Called before giving the starter kit, in the OnDefaultItemsReceive hook. A non-zero value cancels this action. When calling the CanRedeemKit hook, only 1 parameter is passed: <BasePlayer>player - The player to whom the kit is being attempted to be given. object CanRedeemKit(BasePlayer player) { Puts($"Attempting to give the kit to player {player.displayName}!"); if (player.IsAdmin) { return false;//Cancel the action } return null;//Leave unchanged }$39.99- 32 comments
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- #rust
- #real
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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
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Version 1.0.4
75 downloads
This is a custom UI plugin:Can display the number of online players and game time The image quality of this plugin will not be affected by game quality adjustments. Don't worry about the low quality of the picture in the game settings, and you will see blurry pictures! Customizable: text, button, picture, title, overall UI size, etc. All customizable content can be changed arbitrarily in the configuration file. You need to manually create a folder named CustomUI in Oxide-data,The image is placed in png format, and the file name is consistent with the configuration Chat command: /ctui Use your imagination and adjust it freely!$6.99 -
Version 2.1.5
4,565 downloads
This plugin adds to the game a variety of NPC bosses with different abilities and a very adaptable configuration Description Using this plugin you can add NPC bosses to any point on the map. You can set up any ability with the plugin configuration. If it is necessary, you can add multiple abilities to one boss. Abilities are divided into two categories, ones take place in a certain radius from the NPC, and others are triggered by damaging from an NPC. The map also displays the location of the actual bosses (their name and amount of health). You can give any clothes and weapons for NPCs using the configuration. Custom Map Maps that have a configuration for the appearance of boss on their custom monuments You can also download all these files for all maps here Dark Ages Blue Tears All files for custom maps are stored in the folder oxide/data/BossMonster/CustomMap. You don't have to delete files from there, the plugin will understand by itself which map is currently installed on the server and will download only the necessary file if there is one in this folder. The plugin will tell you about this process in the console during the plugin loading. It will write in the console what file works on the current map, and what ones don’t work If you want to create a custom place for the boss to appear on your custom map or on a map that is not in this list, you have to create the ID of this custom map. After that you need to place an item such as a RAND Switch on your map. It must be placed randomly, where it will not be visible to other players. You will get the identifier, if you add up the three coordinates of the position of this object from RustEdit (x, y and z) and write the resulting value in the parameter of your file (an example file can be taken from ready-made files) - ID As an example, let's take the coordinates (26.896, -456.158, 527.258), then our identifier is 26.896 - 456.158 + 527.258 = 97.996 Then you need to indicate a list of bosses that will appear on your map. You need to copy the configuration data block for each boss. In the database parameters you will specify the name of the boss and a list of positions where it can appear Dependencies (optional, not required) GUI Announcements Notify Discord Messages AlphaLoot CustomLoot Economics Server Rewards IQEconomic PveMode Chat commands (only for administrators) /WorldPos - displays the actual player’s position on the map /SavePos <name> - saves a new position to the configuration file for the boss with the name - name, relative to the nearest monument /SpawnBoss <name> - spawn of the boss with the name - name in the coordinates of the administrator Console commands (RCON only) SpawnBoss <name> – spawn of the boss with the name – name KillBoss <name> – kill all bosses with the name – name Plugin Config en - example of plugin configuration in English ru - example of plugin configuration in Russian Boss Config en - example of plugin configuration in English ru - example of plugin configuration in Russian Custom Map Config en - example of plugin configuration in English ru - example of plugin configuration in Russian Hooks void OnBossSpawn(ScientistNPC boss) - сalled when a boss appears on the map void OnBossKilled(ScientistNPC boss, BasePlayer attacker) - сalled when a player kills a boss API ScientistNPC SpawnBoss(string name, Vector3 pos) - spawns a boss named name in position pos void DestroyBoss(ScientistNPC boss) - destroys the boss My Discord: KpucTaJl#8923 Join the Mad Mappers Discord here! Check out more of my work here!$35.00- 410 comments
- 12 reviews
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- 21
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- #abilities
- #boss
- (and 16 more)
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Version 1.3.800
1,185 downloads
Discord Join our community discord for fast support and future updates. We have several channels where you can get help, offer suggestions, see what's coming in future updates, and more. Our discord is the fastest way to get the help and info you need! http://discord.rustlevels.com/ Features: Tracks Animal Kills Tracks Player Kills Tracks NPC Kills Tracks Fish Caught Tracks Loot Containers Destroyed / Looted Tracks Animals Harvested Tracks Corpse Harvested Tracks Player Deaths Tracks Suicides Tracks Harvest Counts Options to Enable/Disable Tracking Option to enable/disable messages and message intervals UI for Player Stats, Global Stats, Top 10 Displays, Leaderboards WebRequests for external data storage SQL Support (2 options availble, read documentaion: https://umod.org/community/kill-records/36935-setting-up-using-sql)) Chat Commands: Player Commands: /krhelp - Shows all commands in chat /pkills - Shows your kill records UI /pkills (playername) - Shows another players kill records UI /pkillschat - Shows your kill records in chat /pkillschat (playername) - Shows another players kill records in chat /topkills - Shows top kills UI with page selection /topkillschat (entity) - Shows top kills in chat /totalkills - Shows global kill count for all entities /totalkillschat - Shows global kill count in chat for all entities /killchat true/false - turns on/off kill messages in chat /totalkills - Shows global kill count for all entities /leadkills - Shows leaderboads UI /pstats - shows your harvest records UI /pstatschat - shows your harvest records in chat /pstats (playername) - Shows another players harvest record UI /pstatschat (playername) - Shows another players harvest record in chat /topstats - shows top player harvest stats UI Admin Commands: (Requires killrecords.admin permission) /krhelpadmin - Shows all admin commands in chat /killsweb - Sends data over webrequest /krbackup - saved datafile when using SQL /krsql update - Updates your records in SQL /krsql check - Checks SQL to see if your records exist, if not will create if SQL enabled /krsql checkall - Checks SQL to see if all records exist from cache, if not will create if SQL enabled /resetkillrecords - Clears and resets all player data in Kill Records 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>. killrecords.admin -- Gives permission to use all admin chat commands killrecords.killchat -- Allows player to turn on/off kill messages Configuration: { "Tracking Options": { "Trackchicken": true, "Trackboar": true, "Trackstag": true, "Trackwolf": true, "Trackbear": true, "Trackpolarbear": true, "Trackshark": true, "Trackhorse": true, "Trackfish": true, "TrackPlayer": true, "Trackscientist": true, "Trackdweller": true, "Tracklootcontainer": true, "Trackunderwaterlootcontainer": true, "Trackbradhelicrate": true, "Trackhackablecrate": true, "Trackdeaths": true, "Tracksuicides": true, "TrackAnimalHarvest": true, "TrackCorpseHarvest": true, "TrackBradley": true, "TrackHeli": true }, "Player Chat Commands": { "krhelp": "krhelp", "pkills": "pkills", "pkillschat": "pkillschat", "topkills": "topkills", "topkillschat": "topkillschat", "totalkills": "totalkills", "totalkillschat": "totalkillschat", "leadkills": "leadkills", "pstats": "pstats", "pstatschat": "pstatschat", "topstats": "topstats", "totalstats": "totalstats", "totalstatschat": "totalstatschat", "killchat": "killchat" }, "Admin Chat Commands": { "krhelpadmin": "krhelpadmin", "krweb": "krweb", "krsql": "krsql", "krbackup": "krbackup", "krreset": "krreset" }, "Harvest Options": { "treescut": true, "oremined": true, "cactuscut": false, "woodpickup": true, "orepickup": true, "berriespickup": true, "pumpkinpickup": true, "potatopickup": true, "cornpickup": true, "mushroompickup": true, "hemppickup": true, "seedpickup": true }, "Order Options": { "chickenpos": 1, "boarpos": 2, "stagpos": 3, "wolfpos": 4, "bearpos": 5, "polarbearpos": 22, "sharkpos": 6, "horsepos": 7, "fishpos": 19, "playerpos": 8, "scientistpos": 9, "dwellerpos": 10, "lootpos": 11, "unlootpos": 12, "bradhelicratepos": 13, "hackablecratepos": 14, "deathpos": 15, "suicidepos": 16, "corpsepos": 17, "pcorpsepos": 18, "bradleypos": 20, "helipos": 21 }, "Chat & UI Options": { "enableui": true, "UseImageLibrary": true, "ShowKillMessages": true, "KillMessageInterval": 1, "KillMessageLimit": 5000, "enableuinotify": true, "disablechats": true, "uinotifytype": 4 }, "Web Request": { "UseWebrequests": false, "DataURL": "URL", "SecretKey": "SecretKey" }, "SQL": { "UseSQL": false, "FileType": 0, "SQL Host": "HOST", "SQL Port": 3306, "SQL Database": "DATABASENAME", "SQL Username": "DATABASEUSERNAME", "SQL Password": "DATABASEPASSWORD" } Localization { "players": "Players: {0}", "noplayer": "Kill Records:\n No player found with: {0}", "chicken": "Chickens: {0}", "boar": "Boars: {0}", "stag": "Stags: {0}", "wolf": "Wolves: {0}", "bear": "Bears: {0}", "polarbear": "PolarBears: {0}", "simpleshark": "Sharks: {0}", "horse": "Horses: {0}", "fish": "Fish: {0}", "treecut": "Trees: {0}", "oremined": "Ore Mined: {0}", "cactuscut": "Cactus Cut: {0}", "woodpickup": "Wood Pickup: {0}", "orepickup": "Ore Pickup: {0}", "berries": "Berries: {0}", "seeds": "Seeds: {0}", "mushroom": "Mushroom: {0}", "corn": "Corn: {0}", "potato": "Potato: {0}", "pumpkin": "Pumpkin: {0}", "hemp": "Hemp: {0}", "dweller": "Dwellers: {0}", "corpse": "Animals Harvested: {0}", "pcorpse": "Bodies Harvested: {0}", "loot": "Loot Containers: {0}", "unloot": "Underwater Loot Containers: {0}", "bradheliloot": "Brad/Heli Crates: {0}", "hackloot": "Hackable Crates: {0}", "bradley": "Bradley: {0}", "heli": "Patrol Helicopter: {0}", "bradleyapc": "Bradley: {0}", "patrolhelicopter": "Patrol Helicopter: {0}", "scientists": "Scientist: {0}", "deaths": "Deaths: {0}", "suicide": "Suicides: {0}", "killchat": "Show chat kill messages {0}", "chickenui": "Chickens", "boarui": "Boars", "stagui": "Stags", "wolfui": "Wolves", "bearui": "Bears", "polarbearui": "PolarBears", "sharkui": "Sharks", "horseui": "Horses", "fishui": "Fish", "playerui": "Players", "scientistui": "Scientists", "dwellerui": "Dwellers", "deathui": "Deaths", "suicideui": "Suicides", "lootui": "Loot Containters", "wlootui": "Underwater Loots", "bradheliui": "Brad/Heli Crates", "hackableui": "Hackable Crates", "bradleyui": "Bradley", "treeui": "Trees", "oreminedui": "Ore Mined", "cactusui": "Cactus Cut", "woodui": "Wood Picked Up", "oreui": "Ore Picked Up", "mushroomui": "Mushrooms", "potatoui": "Potatos", "pumpkinui": "Pumpkins", "hempui": "Hemp", "berriesui": "Berries", "seedsui": "Seeds", "cornui": "Corn", "patrolhelicopterui": "Patrol Helicopter", "corpseui": "Animals Harvested", "pcorpseui": "Bodies Harvested", "webrequestgood": "Kill Record Data Sent to Website:", "webrequestbad": "Couldn't get an answer from Website!", "webrequestdisabled": "WebRequest Disabled - Enable in Config file", "totalkills": "Total Kills All Players", "totalstats": "Total Harvests All Players", "sqlupdate": "Your records have been manually updated in the database", "sqlcheck": "Your records have been checked and updated in database", "sqlcheckall": "All players have been checked and updated in database", "datafilebackup": "Records have been manually saved to data file", "datafilenotinuse": "DataFile not in use, config is set to SQL only", "resetkills": "All Kill Records have been reset and plugin reloaded", "KRHelp": "Kill Records by MACHIN3 \n/pkills - Open Kill Records UI \n/pkillschat - Show kill Records in chat \n/pkills (playername) - Open players Kill Records UI \n/pkillschat (playername) - Show players Kill Records in chat \n/topkills - Open top players UI \n/topkillschat (type) - Show top players list in chat \n/leadkills - Opens leaderboards UI \n/totalkills - Show global kill count for all entities \n/totalkillschat - Show global kill count in chat \n/killchat true/false - Enable/Disable Kill messages", "KRHelpadmin": "Kill Records by MACHIN3 \n/krbackup - Manually saves records to datafile \n/krweb - Manually sends records over webrequest if webrequest enabled \n/krsql update - Manually updates your records to SQL if SQL enabled \n/krsql check - Checks SQL to see if your records exist, if not will create if SQL enabled \n/krsql checkall - Checks SQL to see if all records exist, if not will create if SQL enabled \n/resetkillrecords - Clears all kill record data for all players" } API private object GetKillRecord(string playerid, string KillType) // Returns kill total int for specific kill or full kill record of player in jsonFree -
Version 0.1.3
65 downloads
Adds a reputation system, similar to the well-known Infestation Survivor Stories(The WarZ). More information on how the plugin works can be found at the bottom in the "Principle of work" section. The ability to create an unlimited number of reputations. The only condition is that their value ranges must not overlap; The ability to flexibly customize the bar for each reputation; The ability to automatically reset reputations upon detecting a wipe; The ability to show your reputation by waving to players; The ability to see a player's reputation when aiming at them with scope items. Unfortunately, the reputation will also be displayed if a player is in certain bushes; The ability to see the reputation of all players in the bandit zone; The ability to prohibit players with a certain reputation from entering safe zones (except for the bandit zone). Also, notifying players about it; The ability to set fake reputations to confuse players. reputationmaster.vip - Provides the ability to set a fake rank value. reputationmaster.admin - Provides the ability to set or reset reputation value to other players. { "Chat command": "rep", "Is it worth enabling GameTips for messages?": true, "Is it worth resetting reputations upon detecting a wipe?": true, "Use ddraw command, for displaying the rank? NOTE! To use, an administrator flag is required, which is granted before rendering and revoked immediately after issuing the command": true, "Is it worth displaying reputation when aiming at a player with a scope (ddraw should be enabled)? NOTE! The player's reputation may be displayed in certain bushes": true, "The time of self-defense for a lawman against an attack by another lawman(in seconds)": 900, "Forbid bandits from visiting the SafeZone(except for Banditcamp)?": true, "The time(in seconds) a bandit can stay in the SafeZone before being killed, and anyone can loot their loot": 10.0, "The prefab name of the effect upon killing a bandit in the SafeZone": "assets/prefabs/misc/xmas/advent_calendar/effects/open_advent.prefab", "The minimum value for fake reputation": -10000, "The maximum value for fake reputation": 10000, "Is it worth using the AdvancedStatus plugin?": true, "UI. Position - Left to Right": true, "UI. Position - AnchorMin": "1 0.9", "UI. Position - AnchorMax": "1 0.9", "UI. Position - OffsetMin": "-208 -15", "UI. Position - OffsetMax": "-16 15", "UI. Reputation Positive Value Image - URL": "https://i.imgur.com/HKqyHO8.png", "UI. Reputation Negative Value Image - URL": "https://i.imgur.com/mMdm55h.png", "UI. Added Value Sound - Prefab Name": "assets/bundled/prefabs/fx/notice/item.select.fx.prefab", "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 3 } } Note: To use ddraw, an administrator flag is required, which is granted before rendering and revoked immediately after issuing the command. The player's reputation may be displayed in certain bushes. [ { "Name": "Assassin", "MinRange": -3.40282347E+38, "MaxRange": -1000.0, "Reward": 20.0, "Penalty": 0.0, "IsLawman": false, "AllowSafeZone": false, "Bar": { "Order": 20, "Height": 30, "Main_Color": "#FF341E", "Main_Transparency": 0.6, "Main_Material": "", "Image_URL": "https://i.imgur.com/CdDKpwv.png", "Image_Sprite": "", "Image_IsRawImage": false, "Image_Color": "#FF341E", "Text_Size": 14, "Text_Color": "#FF341E", "Text_Font": "RobotoCondensed-Bold.ttf", "SubText_Size": 12, "SubText_Color": "#FF341E", "SubText_Font": "RobotoCondensed-Bold.ttf" } }, ... { "Name": "Civilian", "MinRange": -4.99, "MaxRange": 9.99, "Reward": 1.0, "Penalty": -1.0, "IsLawman": true, "AllowSafeZone": true, "Bar": { "Order": 20, "Height": 30, "Main_Color": "#5EC0CA", "Main_Transparency": 0.6, "Main_Material": "", "Image_URL": "https://i.imgur.com/cgi9T1D.png", "Image_Sprite": "", "Image_IsRawImage": false, "Image_Color": "#5EC0CA", "Text_Size": 14, "Text_Color": "#5EC0CA", "Text_Font": "RobotoCondensed-Bold.ttf", "SubText_Size": 12, "SubText_Color": "#5EC0CA", "SubText_Font": "RobotoCondensed-Bold.ttf" } }, ... { "Name": "Paragon", "MinRange": 1000.0, "MaxRange": 3.40282347E+38, "Reward": 20.0, "Penalty": -125.0, "IsLawman": true, "AllowSafeZone": true, "Bar": { "Order": 20, "Height": 30, "Main_Color": "#0AFBFB", "Main_Transparency": 0.6, "Main_Material": "", "Image_URL": "https://i.imgur.com/6yzrXE0.png", "Image_Sprite": "", "Image_IsRawImage": false, "Image_Color": "#0AFBFB", "Text_Size": 14, "Text_Color": "#0AFBFB", "Text_Font": "RobotoCondensed-Bold.ttf", "SubText_Size": 12, "SubText_Color": "#0AFBFB", "SubText_Font": "RobotoCondensed-Bold.ttf" } } ] MinRange, MaxRange - Range of values for the group rank; Name - Name of the rank; Reward - Reward for killing or reviving(divided by 2) a player in this rank. If the initiating player has IsLawman = true, the value will be positive, otherwise, it will be negative; Penalty - Penalty for a peaceful player of this rank, for killing another peaceful player. If the target did not initiate this pvp first; IsLawman - Does the rank apply to peaceful players? AllowSafeZone - Is this rank allowed to visit Safe Zones (except Bandit Camp)? The "Forbid bandits from visiting the SafeZone (except for Banditcamp)" config should be set to true. Path: *SERVER*\oxide\data\ReputationMaster\ReputationsData.json EN: { "MsgNotAllowed": "You do not have permissions to use this command!", "MsgPlayerNotFound": "The specified player was not found!", "MsgPlayerMoreThanOne": "More than one player found!", "MsgResetAllValues": "Successfully reset {0} reputations!", "MsgResetPlayerValue": "{0}'s reputation successfully reset!", "MsgFakeValueSucceeded": "Value {0} successfully set as fake!", "MsgFakeValueFailed": "You need to specify a digit value for the fake reputation.", "MsgBanditZoneSet": "Position {0} successfully set for Bandit Camp!", "MsgBanditZoneFailed": "Failed to set {0} as the position for the Bandit Camp!", "MsgPlayerNewValue": "Player {0} assigned a new reputation value: {1}({2})!", "MsgPlayerNewValueWrong": "Incorrect format! Example: '/rep *userNameOrId* *value*'.", "MsgReputation": "Reputation", "MsgNewReputation": "Congratulations! You've reached a new reputation rank {0}!", "MsgKillNoPenalty": "You have killed {0}({1}). However, since he attacked you first, you will not be penalized.", "MsgLawmanToLawman": "You attacked {0}({1}) first. If he kills you within {2} minutes, he will not receive a penalty.", "MsgBanditEnterSafeZone": "You are not welcome here! If you do not leave this place, you will be killed in {0} seconds.", "MsgBanditLeaveSafeZone": "Do not return here anymore! Individuals like you belong in the Bandit Camp!", "MsgLawmanEnterBanditZone": "You've entered the Bandit Camp! Be cautious, there are plenty of outlaws around here!", "MsgLawmanLeaveBanditZone": "You've left the Bandit Camp! We recommend avoiding this place.", "MsgBanditEnterBanditZone": "Welcome to the Bandit Camp! Make yourself at home!", "MsgBanditLeaveBanditZone": "You've left the Bandit Camp! We hope for your swift return!", "MsgShowPlayerReputation": "{0}'s rank is {1}({2})." } RU: { "MsgNotAllowed": "У вас недостаточно прав для использования этой команды!", "MsgPlayerNotFound": "Указанный игрок не найден!", "MsgPlayerMoreThanOne": "Найдено игроков больше чем один!", "MsgResetAllValues": "Успешно сброшено {0} репутаций!", "MsgResetPlayerValue": "Репутация игрока {0} успешно сброшена!", "MsgFakeValueSucceeded": "Ложное значение {0} успешно установлено!", "MsgFakeValueFailed": "Вам необходимо указать числовое значение ложной репутации.", "MsgBanditZoneSet": "Позиция {0}, успешно установлена для Лагеря Бандитов!", "MsgBanditZoneFailed": "{0} не удалось установить как позицию для Лагеря Бандитов!", "MsgPlayerNewValue": "Игроку {0} установлено новое значение репутации: {1}({2})!", "MsgPlayerNewValueWrong": "Не верный формат! Пример: '/rep *имяИлиИд* *значение*'.", "MsgReputation": "Репутация", "MsgNewReputation": "Поздравляем! Вы получили новый ранг репутации {0}!", "MsgKillNoPenalty": "Вы убили {0}({1}). Но так как он первым вас атаковал, вас не накажут.", "MsgLawmanToLawman": "Вы первым атаковали {0}({1}). Если он вас убьет в течении {2} минут, то не получит штрафа.", "MsgBanditEnterSafeZone": "Вам здесь не рады! Если вы не покинете это место, то вас убьет через {0} секунд.", "MsgBanditLeaveSafeZone": "Больше сюда не возвращайтесь! Таким как вы место в Лагере Бандитов!", "MsgLawmanEnterBanditZone": "Вы пришли в Лагерь Бандитов! Будьте бдительны, здесь полно отморозков!", "MsgLawmanLeaveBanditZone": "Вы покинули Лагерь Бандитов! Советуем обходить это место.", "MsgBanditEnterBanditZone": "Добро пожаловать в Лагерь Бандитов! Будьте как дома!", "MsgBanditLeaveBanditZone": "Вы покинули Лагерь Бандитов! Надеемся на скорое ваше возвращение!", "MsgShowPlayerReputation": "Ранг игрока {0}: {1}({2})." } fake *value* - Sets a fake reputation value for display to other players. Permissions "reputationmaster.vip" or "reputationmaster.admin" required. reset *userNameOrID* - Resets the reputation of the specified player. Permission "reputationmaster.admin" required. reset all - Resets the reputation of all players. Permission "reputationmaster.admin" required. *userNameOrID* *value* - Sets a new reputation value for the specified player. Permission "reputationmaster.admin" required. Example: /rep fake 150 ReputationValueUpdated: Called after the player's reputation value has changed. Works only for players that are not NPCs. void ReputationValueUpdated(ulong userID, string repName, float repValue) { Puts($"{userID} updated a reputation value to {repValue}. Current reputation rank is {repName}."); } ReputationUpdated: Called after the player receives a new reputation rank. Works only for players that are not NPCs. void ReputationUpdated(ulong userID, string oldRep, string newRep, bool isLawman, bool allowSafeZone, float repValue) { Puts($"{userID} has updated their rank from {oldRep} to {newRep}. Is peaceful: {isLawman}\nSafe Zones: {allowSafeZone}\nReputation Value: {repValue}"); } (float) GetReputationValue(ulong userID) - Returns the reputation value of the specified player. Returns null if the player is not found. (string) GetReputationName(ulong userID) - Returns the reputation name of the specified player. Returns null if the player is not found. (bool) GiveReputationNPC(BasePlayer npc, float value, float fakeValue = 0f) - Sets the reputation for NPCs. Returns true if successful, and false otherwise. You can create as many reputation ranks as you want, but there are only two main groups: Lawmen(peaceful or civilians); Outlaws(bandits). Each kill has a different scores depending of the reputation rank of the victim and attacker. For exampe, if you are a Civilian, you will receive: Paragon: -20 Vigilant: -15 Guardian: -10 Lawman: -4 Deputy: -3 Constable: -2 Civillian: -1 Thug: +2 Outlaw: +3 Bandit: +4 Hitman: +10 Villain: +15 Assassin: +20 Reviving: For reviving a player, you will receive a reward divided by 2. If the target is a lawman, the reward will be positive, else if a target is a bandit, it will be negative. Also, this is the only way out of bandit rank for bandits. Outlaw: When you reach the outlaw reputation, you have no more back! Except for reviving a peaceful player. You can kill other bandits but still counting as negative reputation! So, after you reach the outlaw reputation rank, scores by killing a player of a certain reputation will be as follows(negative reward value) : Paragon: -20 Vigilant: -15 Guardian: -10 Lawman: -4 Deputy: -3 Constable: -2 Civillian: -1 Thug: -2 Outlaw: -3 Bandit: -4 Hitman: -10 Villain: -15 Assassin: -20 Lawman: The scores will be as follows for each kill a outlaw reputation ranks(positive reward value) : Assassin: +20 Villain: +15 Hitman: +10 Bandit: +4 Outlaw: +3 Thug: +2 But for killing a peaceful player, you will receive penalties based on your rank. A list of penalties for each reputation rank: Paragon: -125 Vigilante: -60 Guardian: -40 Lawman: -15 Deputy: -2 Constable: -1 Civilian: -1 There is also a self-defense system that works as follows: If a peaceful player initiates an attack on another peaceful player, a timer of 15 minutes(sets from config) is activated, during which the victim can kill the attacker without penalties. So, it's very hard to become a lawman, and it's very easy to get out from lawman.$4.99- 6 comments
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- 1
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- #rust
- #reputation
- (and 25 more)
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Version 1.1.2
966 downloads
Automatically adds monument cctv cameras to all placed computer stations. ISSUES: Requires default group to have autocctvstations.use If you are just installing you must enable the ones you want to have auto added. Then all players must pick-up & place back down their Computer Stations for them to apply. All newly placed Computer Stations will auto add them, this issue only affects previously placed ones. Permissions autocctvstations.admin - Is required to use the UI Editor. autocctvstations.use - Is now required for players to use this plugins features. Commands /cctvedit - Opens the UI Editor. Configuration { "Sets the CCTV Editor command": "cctvedit", "Text": { "CCTV Auto Station UI Editor": "CCTV Auto Station Editor ◝(⁰▿⁰)◜", "UI - Back Button Text": "◀", "UI - Forward Button Text": "▶", "UI - Close Label": "✖" }, "Colors": { "UI - Button Toggle Color": "#9ab36d", "TextColor": { "Hex": "01579b", "A": 1.0 }, "ButtonBackGroundColor": { "Hex": "0E0E10", "A": 0.9 }, "ButtonGreenText": { "Hex": "9ab36d", "A": 0.431 }, "ButtonGrey": { "Hex": "bfbfbf", "A": 0.3 }, "ButtonGreyText": { "Hex": "bfbfbf", "A": 1.0 } }, "Cameras": { "OILRIG2L6D": false, "OILRIG2L6C": false, "OILRIG2L6B": false, "OILRIG2L6A": false, "OILRIG2EXHAUST": false, "OILRIG2HELI": false, "OILRIG2L5": false, "OILRIG2L4": false, "OILRIG2L3B": false, "OILRIG2L3A": false, "OILRIG2L1": false, "OILRIG2L2": false, "OILRIG2DOCK": false, "OILRIG1L4": false, "OILRIG1L3": false, "OILRIG1L2": false, "OILRIG1L1": false, "OILRIG1DOCK": false, "OILRIG1HELI": false, "LAB1178": false, "LAB1180": false, "LOCKERROOM1183": false, "LOCKERROOM1184": false, "CREWQUARTERS1207": false, "CAPTAINQUARTER1208": false, "AUXPOWER1233": false, "INFIRMARY1247": false, "LOCKERROOM1255": false, "LOCKERROOM1256": false, "CLASSIFIED1280": false, "CLASSIFIED1281": false, "HALLWAY1292": false, "LAB1302": false, "LAB1304": false, "INFIRMARY1318": false, "OPERATIONS1332": false, "SPECTRE1345": false, "SPECTRE1346": false, "HALLWAY1352": false, "AUXPOWER1371": false, "LOCKERROOM1376": false, "LOCKERROOM1377": false, "LOCKERROOM1383": false, "LOCKERROOM1384": false, "CANTINA1416": false, "LAB1439": false, "LAB1441": false, "CANTINA1469": false, "LOCKERROOM1477": false, "LOCKERROOM1478": false, "INFIRMARY1491": false, "CREWQUARTERS1516": false, "CAPTAINQUARTER1517": false, "CLASSIFIED1546": false, "CLASSIFIED1547": false, "LOCKERROOM1552": false, "LOCKERROOM1553": false, "BRIG1564": false, "HALLWAY1573": false, "OUTDOOR2124": false, "OUTDOOR2137": false, "DOMETOP": false, "DOME1": false, "AIRFIELDHELIPAD": false, "COMPOUNDSTREET": false, "COMPOUNDCRUDE": false, "COMPOUNDMUSIC": false, "COMPOUNDCHILL": false, "TOWNWEAPONS": false, "CASINO": false, "COMPOUND72628": false, "COMPOUND72629": false, "COMPOUND72645": false, "COMPOUND72694": false } }Free- 13 comments
- 1 review
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Version 2.0.22
726 downloads
RUST Plugin Test Server TEST MY PLUGINS THERE! connect play.thepitereq.ovh:28050 Custom Recycle plugin expands the possibilities of RUST recycler recipes. You can customize and remove existing recipes, and add new ones, even for non-recyclable items. Additionally, you can add levels to your recycler to increase its speed. The only limit with this plugin is your imagination! Edit existing recycler recipes and add your own. Disable RUST's default recipes. Set editable chances for custom recipe items. Change the speed of the recycler. Place and pick up the recycler. Set custom recycle amounts with levels. A RUST-themed level UI. Supports currency plugins. Level progress is saved when the recycler is picked up. giverecycler <userId> - Gives you or player (if ID is set) an placeable recycler. (From player console - requires permission) customrecycle.give - Required to use giverecycler command from player console. ImageLibrary plugin is required ONLY when Recycler Levels are enabled. When you have problems like DOUBLE RECYCLER PLACING try CHANING ITEM NAME in configuration! { "Override Custom Skinned Items With Steam Icons (no URLs needed)": false, "Recycler Speed (5 = Default)": 5.0, "Recycler Speed Permissions": { "customrecycle.admin": 1.0, "customrecycle.vip": 4.0 }, "Require Permission To Place": false, "Placed Recycler Amount Permissions": { "customrecycle.admin": 1000, "customrecycle.default": 1, "customrecycle.vip": 3 }, "Recycler Item Name": "Recycler", "Allow Placing Only On Floor": false, "Allow Placing On Tug Boat": false, "Enable Better Amount Accuracy (More Calculations)": true, "Allow Pickup Recycler To Everyone Authed": true, "Disabled Vanilla Recipes": [ "axe.salvaged", "box.wooden.large" ], "Recycler Levels - Enable": true, "Recycler Levels - Save Levels On Pickup In Name": false, "Recycler Levels - Enable For No Owner": false, "Recycler Levels - Money Plugin (0 - None, 1 - Economics, 2 - ServerRewards, 3 - ServerRewards)": 0, "Recycler Levels - Money Plugin Currency (If ShoppyStock Is Used)": "rp", "Recycler Levels": [ { "Recycler Stack Percentage Per Tick": 0.15, "Custom Recycle Chance Multiplier": 1.0, "Next Level Currency Cost (0 to disable)": 1000, "Required For Next Level": [ { "Item Shortname": "wood", "Item Skin": 0, "Item Amount": 1000, "Icon URL": "" }, { "Item Shortname": "stones", "Item Skin": 0, "Item Amount": 1000, "Icon URL": "" } ] }, { "Recycler Stack Percentage Per Tick": 0.2, "Custom Recycle Chance Multiplier": 1.0, "Next Level Currency Cost (0 to disable)": 1000, "Required For Next Level": [ { "Item Shortname": "wood", "Item Skin": 0, "Item Amount": 3000, "Icon URL": "" }, { "Item Shortname": "stones", "Item Skin": 0, "Item Amount": 3000, "Icon URL": "" } ] } ], "Custom Recyclables - Show Level Bonus": true, "Custom Recyclables - Allow Only In Placed Recyclers": false, "Custom Recyclables (Shortname or SkinID)": { "2483299228": { "Give Default Output": true, "Custom Output Items": [ { "Item Shortname": "coal", "Item Chance (0-100)": 50.0, "Minimum Item Amount": 1, "Maximum Item Amount": 1, "Item Skin": 2550800428, "Item Display Name": "Golden Jackhammer Body" }, { "Item Shortname": "coal", "Item Chance (0-100)": 50.0, "Minimum Item Amount": 1, "Maximum Item Amount": 1, "Item Skin": 2550800641, "Item Display Name": "Golden Jackhammer Drill" } ] }, "metal.refined": { "Give Default Output": true, "Custom Output Items": [ { "Item Shortname": "metal.fragments", "Item Chance (0-100)": 100.0, "Minimum Item Amount": 50, "Maximum Item Amount": 100, "Item Skin": 0, "Item Display Name": "" } ] }, "rifle.ak": { "Give Default Output": true, "Custom Output Items": [ { "Item Shortname": "techparts", "Item Chance (0-100)": 100.0, "Minimum Item Amount": 1, "Maximum Item Amount": 2, "Item Skin": 0, "Item Display Name": "" }, { "Item Shortname": "scrap", "Item Chance (0-100)": 100.0, "Minimum Item Amount": 30, "Maximum Item Amount": 70, "Item Skin": 0, "Item Display Name": "" } ] } } }$10.00 -
Version 0.1.1
51 downloads
The plugin that displays temporary permissions and groups in the status bar. Depends on TemporaryPermissions and AdvancedStatus plugins. The ability to choose between bar types(TimeCounter and TimeProgressCounter); The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to customize the color, size and font of the text; The ability to customize the bar for each permission and group; The ability to generate language keys for each permission and group; The ability to specify additional languages for generation. { "Chat command": "pstatus", "Is it worth enabling GameTips for messages?": true, "Is it worth clearing saved settings for permissions and groups upon detecting a wipe?": false, "Is it worth copying local images for new permissions or groups? Note: If set to true, it may create a lot of unnecessary images": false, "Is it worth enabling the bar display for new permissions?": true, "Is it worth enabling the bar display for new groups?": true, "Language - Addition languages (except en and ru)": [ "" ], "Type of status bar for permissions. Note: You can only choose between TimeProgressCounter and TimeCounter": "TimeProgressCounter", "Type of status bar for groups. Note: You can only choose between TimeProgressCounter and TimeCounter": "TimeProgressCounter", "Default status bar settings for new permissions and groups": { "BarType - You can choose only between TimeProgressCounter and TimeCounter": "TimeProgressCounter", "Order": 20, "Height": 26, "Main_Color(Hex or RGBA)": "#FFFFFF", "Main_Transparency": 0.15, "Main_Material": "", "Image_Url": "https://i.imgur.com/BtK7YHa.png", "Image_Local(Leave empty to use Image_Url)": "PermissionsStatus_Default", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#FFF53D", "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": 1.0, "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", "Text_Offset_Horizontal": 0, "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": 1.0, "SubText_Outline_Distance": "0.75 0.75", "Progress_Reverse": true, "Progress_Color(Hex or RGBA)": "#FFD700", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" }, "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 1 } } EN: { "MsgDisplayEnabled": "Displaying the bar is enabled!", "MsgDisplayDisabled": "Displaying the bar is disabled!", "MsgUntilWipe": "Until wipe" } RU: { "MsgDisplayEnabled": "Отображение бара включено!", "MsgDisplayDisabled": "Отображение бара выключено!", "MsgUntilWipe": "До вайпа" } The language file is generated during the plugin initialization process. Additionally, when creating a new permission or group, a key for it will be automatically added. Note: You can also specify in the configuration file the generation of language files for other languages besides en and ru.$9.99 -
Version 0.1.1
17 downloads
The plugin displays the time until the bed cooldown ends in the status bar. Depends on AdvancedStatus plugin. The ability to set a limit on the number of displayed bars; The ability to skip sleeping bags with the same unlockTime; The ability to set the bar's deletion time for each type, earlier than the cooldown time expires; The ability to choose between bar types(TimeCounter and TimeProgressCounter); The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to customize the color, size and font of the text; The ability to customize the bar for each type of bed. { "Is it worth skipping sleeping bags with the same UnlockTime?": true, "Limit on the simultaneously displayed bars. A value of 0 disables the limitation": 5, "Limits the length of the displayed bag name. A value of 0 disables the limitation": 20, "List of status bar settings for each bag type": { "BedStatus_SleepingBag": { "BarType(TimeProgressCounter or TimeCounter)": "TimeProgressCounter", "Order": 21, "Height": 26, "Main_Color(Hex or RGBA)": "#FFFFFF", "Main_Transparency": 0.15, "Main_Material(empty to disable)": "", "Image_Url": "https://i.imgur.com/9kTXWBz.png", "Image_Local(Leave empty to use Image_Url)": "BedStatus_SleepingBag", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": true, "Image_Color(Hex or RGBA)": "#FFB200", "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": 1.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "#F79E61", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Text_Offset_Horizontal": 0, "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)": "#F79E61", "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": 1.0, "SubText_Outline_Distance": "0.75 0.75", "Time in seconds after which the bar will be destroyed. Leave 0 to destroy the bar when the time expires": 0, "Progress_Reverse": false, "Progress_Color(Hex or RGBA)": "#F79E61", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" }, "BedStatus_Bed": { "BarType(TimeProgressCounter or TimeCounter)": "TimeProgressCounter", "Order": 22, "Height": 26, "Main_Color(Hex or RGBA)": "#FFFFFF", "Main_Transparency": 0.15, "Main_Material(empty to disable)": "", "Image_Url": "https://i.imgur.com/LXyo8X4.png", "Image_Local(Leave empty to use Image_Url)": "BedStatus_Bed", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": true, "Image_Color(Hex or RGBA)": "#FFB200", "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": 1.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "#F79E61", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Text_Offset_Horizontal": 2, "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)": "#F79E61", "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": 1.0, "SubText_Outline_Distance": "0.75 0.75", "Time in seconds after which the bar will be destroyed. Leave 0 to destroy the bar when the time expires": 0, "Progress_Reverse": false, "Progress_Color(Hex or RGBA)": "#F79E61", "Progress_Transparency": 0.7, "Progress_OffsetMin": "25 0", "Progress_OffsetMax": "0 0" }, "BedStatus_BeachTowel": { "BarType(TimeProgressCounter or TimeCounter)": "TimeProgressCounter", "Order": 23, "Height": 26, "Main_Color(Hex or RGBA)": "#FFFFFF", "Main_Transparency": 0.15, "Main_Material(empty to disable)": "", "Image_Url": "https://i.imgur.com/hYp0VXa.png", "Image_Local(Leave empty to use Image_Url)": "BedStatus_BeachTowel", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": true, "Image_Color(Hex or RGBA)": "#FFB200", "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": 1.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "#E2DBD6", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Text_Offset_Horizontal": 2, "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)": "#E2DBD6", "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": 1.0, "SubText_Outline_Distance": "0.75 0.75", "Time in seconds after which the bar will be destroyed. Leave 0 to destroy the bar when the time expires": 0, "Progress_Reverse": false, "Progress_Color(Hex or RGBA)": "#F79E61", "Progress_Transparency": 0.7, "Progress_OffsetMin": "25 2.5", "Progress_OffsetMax": "-3.5 -3.5" }, "BedStatus_Camper": { "BarType(TimeProgressCounter or TimeCounter)": "TimeProgressCounter", "Order": 24, "Height": 26, "Main_Color(Hex or RGBA)": "#FFFFFF", "Main_Transparency": 0.15, "Main_Material(empty to disable)": "", "Image_Url": "https://i.imgur.com/PCGeaee.png", "Image_Local(Leave empty to use Image_Url)": "BedStatus_BeachTowel", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": true, "Image_Color(Hex or RGBA)": "#FFB200", "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": 1.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "#E2DBD6", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Text_Offset_Horizontal": 0, "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)": "#E2DBD6", "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": 1.0, "SubText_Outline_Distance": "0.75 0.75", "Time in seconds after which the bar will be destroyed. Leave 0 to destroy the bar when the time expires": 0, "Progress_Reverse": false, "Progress_Color(Hex or RGBA)": "#F79E61", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" } }, "Version": { "Major": 0, "Minor": 1, "Patch": 1 } }$3.99- 1 comment
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- 1
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- #rust
- #sleepingbag
- (and 21 more)
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Version 0.1.2
35 downloads
The plugin allows displaying the promo code in the status bar. Depends on AdvancedStatus plugin. The ability to display the promo code in the status bar. The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to customize the color, size and font of the text. promostatus.admin - Provides the ability to set or delete promo code. { "Promo command": "promo", "Use GameTip for messages?": true, "Promo code": "", "Expiration date of the promo code. Example: 2023-12-22 18:53": "", "Time in seconds for displaying the promo code in the status bar": 3600, "Status. Bar - Height": 26, "Status. Bar - Order": 10, "Status. Background - Color": "#FFD33A", "Status. Background - Transparency": 0.7, "Status. Background - Material(empty to disable)": "", "Status. Image - Url": "https://i.imgur.com/q15Cmu5.png", "Status. Image - Local(Leave empty to use Image_Url)": "PromoStatus_Promo", "Status. Image - Sprite(Leave empty to use Image_Local or Image_Url)": "", "Status. Image - Is raw image": false, "Status. Image - Color": "#FFD33A", "Status. Image - Transparency": 1.0, "Status. Text - Size": 12, "Status. Text - Color": "#FFFFFF", "Status. Text - Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Status. SubText - Size": 12, "Status. SubText - Color": "#FFFFFF", "Status. SubText - Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Version": { "Major": 0, "Minor": 1, "Patch": 2 } } EN: { "MsgText": "PROMO CODE:", "MsgNotAllowed": "You do not have permissions to use this command!", "MsgAddNewPromo": "Added a new promo code {0}. Valid until {1}.", "MsgAddNewPromoFailed": "An error occurred while adding the promo code. Example: /promo \"test\" \"2024-01-13 09:29\"", "MsgAddNewPromoDateFailed": "Date must be greater than the current date!", "MsgSetNewDisplay": "New display time({0}) for the promo code has been set in the bar.", "MsgSetNewDisplayFailed": "An error occurred while setting a new display time for the promo code. Example: /promo display 3600", "MsgDeletePromo": "The promo code has been deleted!" } RU: { "MsgText": "ПРОМОКОД:", "MsgNotAllowed": "У вас недостаточно прав для использования этой команды!", "MsgAddNewPromo": "Добавлен новый промокод {0}. Действителен до {1}.", "MsgAddNewPromoFailed": "Произошла ошибка при добавлении промокода. Пример: /promo \"test\" \"2024-01-13 09:29\"", "MsgAddNewPromoDateFailed": "Дата должна быть больше текущей!", "MsgSetNewDisplay": "Установлено новое время({0}) отображения промокода в баре.", "MsgSetNewDisplayFailed": "Произошла ошибка при установки нового времени отображения промокода. Пример: /promo display 3600", "MsgDeletePromo": "Промокод был удален!" } display *time* - Sets the display time of the bar in seconds. Permission "promostatus.admin" required. delete - Deletes the promo code. Permission "promostatus.admin" required. *code* *time* - Sets a new promo code. Permission "promostatus.admin" required. Example: /promo display 360 /promo test "2023-12-25 18:53"$3.99 -
Version 0.1.6
545 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);Free -
Version 0.1.3
205 downloads
Plugin rewarding players for their in-game activity. The ability to receive rewards for gathering resources; The ability to receive rewards for: killing players and NPCs; destroying barrels and road signs; The ability to receive rewards for the first opening of loot crates; The ability to receive rewards for collecting resources; The ability to receive rewards for planting plants; The ability to receive rewards for catching fishes. { "List of reward plugins": [ "BankSystem", "ServerRewards", "Economics" ], "Is it worth enabling the Gather Rewards?": true, "Is it worth enabling the Kill Rewards?": true, "Is it worth enabling the Loot Open Rewards?": true, "Is it worth enabling the Pickup Rewards?": true, "Is it worth enabling the Planting Rewards?": true, "Is it worth enabling the Fishing Rewards?": true, "List of multipliers for rewards, for each group permission": { "realpve.default": 1.0, "realpve.vip": 1.1 }, "Is it worth using the AdvancedStatus plugin?": true, "List of status bar settings for each plugin": [ { "BarID": "ActivityRewards_BankSystem", "Order": 20, "Height": 26, "Main_Color": "#84AB49", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/k8jq7yY.png", "Image_Local(Leave empty to use Image_Url)": "ActivityRewards_BankSystem", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color": "#B9D134", "Image_Transparency": 1.0, "Text_Key": "MsgBankSystem", "Text_Size": 12, "Text_Color": "#DAEBAD", "Text_Font": "RobotoCondensed-Bold.ttf", "SubText_Size": 12, "SubText_Color": "#DAEBAD", "SubText_Font": "RobotoCondensed-Bold.ttf" }, { "BarID": "ActivityRewards_ServerRewards", "Order": 20, "Height": 26, "Main_Color": "#84AB49", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/k8jq7yY.png", "Image_Local(Leave empty to use Image_Url)": "ActivityRewards_ServerRewards", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color": "#B9D134", "Image_Transparency": 1.0, "Text_Key": "MsgServerRewards", "Text_Size": 12, "Text_Color": "#DAEBAD", "Text_Font": "RobotoCondensed-Bold.ttf", "SubText_Size": 12, "SubText_Color": "#DAEBAD", "SubText_Font": "RobotoCondensed-Bold.ttf" }, { "BarID": "ActivityRewards_Economics", "Order": 20, "Height": 26, "Main_Color": "#84AB49", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/k8jq7yY.png", "Image_Local(Leave empty to use Image_Url)": "ActivityRewards_Economics", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color": "#B9D134", "Image_Transparency": 1.0, "Text_Key": "MsgEconomics", "Text_Size": 12, "Text_Color": "#DAEBAD", "Text_Font": "RobotoCondensed-Bold.ttf", "SubText_Size": 12, "SubText_Color": "#DAEBAD", "SubText_Font": "RobotoCondensed-Bold.ttf" } ], "Version": { "Major": 0, "Minor": 1, "Patch": 3 } } Setting up rewards for each action occurs in the respective files within this folder *SERVER*\oxide\data\ActivityRewards IntReward for: BankSystem and ServerRewards; FloatReward for: Economics. You can also set the reward to 0 to disable the reward. "oil_barrel": { "IntReward": 10, "FloatReward": 0.0 }, EN: { "MsgBankSystem": "Bonus", "MsgServerRewards": "Bonus", "MsgEconomics": "Bonus" } RU: { "MsgBankSystem": "Бонус", "MsgServerRewards": "Бонус", "MsgEconomics": "Бонус" }$3.99 -
Version 0.1.5
329 downloads
This plugin is designed for the forced decay of Building Blocks with Twigs grade. This plugin will be especially useful for PvE servers. The ability to enable and disable forced decay of Building Blocks with Twigs grade; The ability to specify the type of building block that will decay; The ability to adjust the interval of decay damage; The ability to specify the amount of decay damage; The ability to prevent players and the tool cupboard from repairing Building Blocks with a grade of Twigs; The ability to show warnings when placing/repairing Building Blocks with Twigs grade; The ability to specify the style type for GameTips; The ability to personally enable or disable warnings; The ability to automatically grade Building Blocks from Twig grade to Wood grade upon plugin initialization, if the owner player is offline. This helps to avoid the complete decay of buildings for those players who are offline and unable to upgrade right now; The ability to upgrade only undamaged building blocks during forced upgrades. { "Chat command": "twig", "Is it worth enabling GameTips for messages?": true, "GameTips message style type - Blue_Normal(0), Red_Normal(1), Blue_Long(2), Blue_Short(3), Server_Event(4), Error(5).": 5, "Is it worth upgrading Building Blocks from Twigs grade to Wood grade during plugin initialization if the players are offline?": false, "Is it worth forcing the upgrade to apply only to undamaged blocks? This is an addition to the setting above.": true, "Is it worth disallowing the repair of Building Blocks with Twigs grade?": true, "The interval, in seconds, at which damage is inflicted on the building.": 60.0, "The periodic damage inflicted. Ranges from 0 to 10. Set to 0 to disable.": 1.0, "Is it worth enabling the tracking list? If it's disabled, it will track all types of building blocks without needing to check the list each time.": false, "List of tracked building block types. Leave empty or null to return the default list.": [ "foundation", "foundation.triangle", "foundation.steps", "ramp", "floor", "floor.triangle", "floor.frame", "floor.triangle.frame", "wall", "wall.doorway", "wall.window", "wall.frame", "wall.half", "wall.low", "block.stair.ushape", "block.stair.lshape", "block.stair.spiral", "block.stair.spiral.triangle", "roof", "roof.triangle" ], "Version": { "Major": 0, "Minor": 1, "Patch": 5 } } EN: { "MsgWarningEnabled": "Forced decay warnings are enabled!", "MsgWarningDisabled": "Forced decay warnings are disabled!", "MsgOnTwigsPlace": "On this server, forced decay of Building Blocks with Twigs grade is enabled!\n<size=12><color=#9A9A9A>To toggle notifications, use </color><color=#BBBBBB>/{0} warn</color></size>", "MsgOnTwigsRepair": "Repairing of Building Blocks with Twigs grade is prohibited!\n<size=12><color=#9A9A9A>To toggle notifications, use </color><color=#BBBBBB>/{0} warn</color></size>" } RU: { "MsgWarningEnabled": "Предупреждения принудительного гниения включены!", "MsgWarningDisabled": "Предупреждения принудительного гниения выключены!", "MsgOnTwigsPlace": "На данном сервере включено принудительное гниение построек из соломы!\n<size=12><color=#9A9A9A>Чтобы включить или выключить уведомления, введите </color><color=#BBBBBB>/{0} warn</color></size>", "MsgOnTwigsRepair": "Ремонт построек из соломы запрещен!\n<size=12><color=#9A9A9A>Чтобы включить или выключить уведомления, введите </color><color=#BBBBBB>/{0} warn</color></size>" } warn - Enabling and disabling personal warning. Example: /twig warn$6.99 -
Version 1.1.22
208 downloads
This plugin makes the admin’s life easier by automatically generating maps, initiating a vote that lets users choose which map they would like to play in during the next wipe. Depends on: Image Library Wipe Info API Discord extension UnZip for Windows NEW GUI: Features: Automatically generate maps and start the vote ,every first Thursday of the month. Automatically generate maps on wipe day using https://rustmaps.com/ & wipe-info-api and start the vote. Allows players to vote on maps through an in-game UI or Discord (if you use any plugin that links a player and a Discord user, enable “only authenticated users can vote” in the config file to avoid duplicate votes). Automatically checks if it’s wipe day using wipe-info-api and the plugin’s config. Configure the plugin through a GUI (not all settings are available on the GUI). Select maps from rustmaps.com through a GUI via a RustMaps share code. Note : This plugin does not include auto wipe script. if you wish to automatically restart and update the server and wipes it on forced wipe or on schedule check the other version of Map voter. Video How to add Custom maps : Permissions: MapVoter.use only allows an admin to generate maps and start a vote. MapVoter.Manager allows an admin to use all the features. Commands: /mvote : Opens the plugin’s main GUI. /startvote After selecting which maps will appear on the vote, starts the vote. MapVoter.generate <Number of maps to generate> <seed> <voting duration in minutes>. voteresult : Shows which map had won the vote. Mapvoter.reload reload the plugin. MapVoter.stopvoting : stops ongoing voting. Discord commands: !vote !generate <Number of maps to generate> <seed> <voting duration in minutes>. Configuration { "Commands": { "Open MapVoter UI": "mvote", "Generate Mpas": "MapVoter.generate", "vote result": "voteresult" }, "Options": { "Select random maps from rustmaps filter id instead of generating random maps on wipe day (true/false)": true, "How many pages the plugin looks up per search request(every page has 30 maps": 10, "Enable Discord bot (true/false)": true, "Only players with permission MapVoter.Vote can vote (true/false)": false, "Map size": 3500, "Disable UI": false, "RustMaps API key": "https://rustmaps.com/user/profile", "staging": false, "barren": false, "Stop voting after (minutes)": 60, "avatar url": "", "Discord footer": "", "filter Id": "Visit https://rustmaps.com/ and adjust your map requirements. In the red box above the settings hit the Share button,the string at the end of the URL is the filterId.Example URL: https://rustmaps.com/?share=gEU5W6BUuUG5FpPlyv2nhQ the string at the end in this case {gEU5W6BUuUG5FpPlyv2nhQ} is the filterId." }, "Discord Settings": { "Discord Webhook": "https://support.discordapp.com/hc/en-us/articles/228383668-Intro-to-Webhooks", "Discord Apikey": "BotToken", "Discord Command Prefix": "!", "Discord Channels": [ { "Discord Channel ID": "", "Commands": [ "generate", "vote", "mapwipe", "bpwipe", "cancelwipe", "stopvoting", "update", "cancelupdate" ] } ], "Discord Command Role Assignment (Empty = All roles can use command.)": { "generate": [ "DiscordRoleName", "DiscordRoleName2" ], "vote": [ "DiscordRoleName", "DiscordRoleName2" ], "mapwipe": [ "DiscordRoleName", "DiscordRoleName2" ], "bpwipe": [ "DiscordRoleName", "DiscordRoleName2" ], "cancelwipe": [ "DiscordRoleName", "DiscordRoleName2" ], "stopvoting": [ "DiscordRoleName", "DiscordRoleName2" ], "update": [ "DiscordRoleName", "DiscordRoleName2" ], "cancelupdate": [ "DiscordRoleName", "DiscordRoleName2" ] } }, "Auto Vote": { "Auto start vote": true, "Only Authenticated users can vote through discord": true, "Start voting at (HH:mm) 24-hour clock (UTC)": "17:00", "Number of maps to generate": 4 }, "Auto Wipe": { "Custom Map": { "Custom map": false, "Map URL": "" }, "Map Wipe schedule": [ 7, 14, 21, 28 ], "BP Wipe schedule": [ 0 ], "Enable Auto wipe": true, "Wipe BPs at forced wipe day": true, "Forced Wipe time (HH:mm) 24-hour clock (UTC)": "19:00", "Wipe time (HH:mm) 24-hour clock (UTC)": "19:00" } } Contact kaysharp#2008$15.00- 22 comments
- 2 reviews
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Version 0.1.5
175 downloads
The plugin displays the current zone or monument to the player in the status bar. Depends on ZoneManager, MonumentsWatcher and AdvancedStatus plugins. P.S. The settings for each zone or monument are located in the ".\oxide\data\ZoneStatus" folder. The ability to display the player's current monument; The ability to automatically change monuments names when the player switches languages; The ability to display the player's current zone; The ability to enable or disable visibility for each of the zones; The ability to customize the style for each of the zones(in the data file); The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to customize the color, size and font of the text. { "Is it worth deleting all saved Zone bars upon detecting a Wipe?": true, "Is it worth deleting all saved Monument bars upon detecting a Wipe?": true, "Is it worth deleting all unused Zones during initialization?": false, "The name of the zone which has no name": "No name zone", "Is it worth copying local images for new zones or monuments? Note: If set to true, it may create a lot of unnecessary images": false, "Is it worth enabling the bar display for new zones?": true, "Is it worth enabling the bar display for new monuments?": true, "Default status bar settings for new zones and monuments": { "Order": 20, "Height": 26, "Main_Color(Hex or RGBA)": "#A064A0", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/mn8reWg.png", "Image_Local(Leave empty to use Image_Url)": "ZoneStatus_Default", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#A064A0", "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": 1.0, "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", "Text_Offset_Horizontal": 0, "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(Leave empty to disable)": "", "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": 1.0, "SubText_Outline_Distance": "0.75 0.75" }, "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 5 } } [PluginReference] private Plugin ZoneStatus; There is 1 method: UpdateZoneSettings UpdateZoneSettings: Used to change bar settings for zones from ZoneManager. To call the UpdateZoneSettings method, you need to pass 3 parameters, 1 of which is optional: <string>zoneID - The Id of the zone; <object[]>args - Array of objects to update; <bool>redraw - Optional. Is it worth redrawing the status bars for players? Defaults to true. Note: It is not necessary to pass all parameters, but the indices are strictly tied to the parameters. object[] args = new object[] { true, //0. Display - Is it worth displaying the status bar for this zone? "#A064A0", //1. Background_Color - Primary HEX color of the status bar. 0.8f, //2. Background_Transparency - Opacity of the primary status bar color. "https://i.imgur.com/mn8reWg.png", //3. Image_Url - Url of the status bar icon. "ZoneStatus_Default", //4. Image_Local - Name of the local image for the status bar. Note: The image must exist.(Leave empty to use Image_Url). false, //5. Image_IsRawImage - True for multicolored images, false for monochromatic images. "#A064A0", //6. Image_Color - Color of the status bar icon. For Image_IsRawImage = false. 1f, //7. Image_Transparency - Opacity of the status bar icon. For Image_IsRawImage = false. "#FFFFFF", //8. Text_Color - Primary text color. "#FFFFFF" //9. SubText_Color - Subtext color. }; ZoneStatus?.Call("UpdateZoneSettings", zoneID, args, true); //Call the API method UpdateZoneSettings with all necessary arguments for updating. Example with incomplete parameters: object[] args = new object[] { null, //0. Display - Skip index 0, as it is reserved for Display. "#A064A0", //1. Background_Color - Primary HEX color of the status bar. 0.8f, //2. Background_Transparency - Opacity of the primary status bar color. null, //3. Image_Url - Skip index 3, as it is reserved for Image_Url. null, //4. Image_Local - Skip index 4, as it is reserved for Image_Local. false, //5. Image_IsRawImage - True for multicolored images, false for monochromatic images. "#A064A0", //6. Image_Color - Color of the status bar icon. For Image_IsRawImage = false. 1f //7. Image_Transparency - Opacity of the status bar icon. For Image_IsRawImage = false. }; ZoneStatus?.Call("UpdateZoneSettings", zoneID, args, true); //Call the API method UpdateZoneSettings with all necessary arguments for updating.$3.99 -
Version 0.1.4
74 downloads
The plugin displays godmode and noclip indicators in the status bar. Depends on AdvancedStatus plugin. The ability to display godmode and noclip indications in the status bar. The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to customize the color, size and font of the text. { "Chat command": "fgs", "Is it worth enabling GameTips for messages?": true, "Check interval in seconds": 1.0, "Status Bar Settings for God": { "Order": 20, "Height": 26, "Main_Color(Hex or RGBA)": "#E3BA2B", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/XmZBOuP.png", "Image_Local(Leave empty to use Image_Url)": "FlyingGodStatus_God", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#FFD33A", "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": 1.0, "Image_Outline_Distance": "0.75 0.75", "Text_Key": "MsgGod", "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", "Text_Offset_Horizontal": 0, "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(Leave empty to disable)": "", "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": 1.0, "SubText_Outline_Distance": "0.75 0.75" }, "Status Bar Settings for Noclip": { "Order": 20, "Height": 26, "Main_Color(Hex or RGBA)": "#66A4D2", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/LY0AUMG.png", "Image_Local(Leave empty to use Image_Url)": "FlyingGodStatus_Noclip", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#31648B", "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": 1.0, "Image_Outline_Distance": "0.75 0.75", "Text_Key": "MsgNoclip", "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", "Text_Offset_Horizontal": 0, "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(Leave empty to disable)": "", "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": 1.0, "SubText_Outline_Distance": "0.75 0.75" }, "Version": { "Major": 0, "Minor": 1, "Patch": 4 } } EN: { "MsgGod": "You are immortal", "MsgNoclip": "You are flying", "MsgGodEnabled": "Display of Godmode bar enabled!", "MsgGodDisabled": "Display of Godmode bar disabled!", "MsgNoclipEnabled": "Display of Noclip bar enabled!", "MsgNoclipDisabled": "Display of Noclip bar disabled!" } RU: { "MsgGod": "Вы неуязвимы", "MsgNoclip": "Вы в полете", "MsgGodEnabled": "Отображение Godmode бара включено!", "MsgGodDisabled": "Отображение Godmode бара выключено!", "MsgNoclipEnabled": "Отображение Noclip бара включено!", "MsgNoclipDisabled": "Отображение Noclip бара выключено!" } god - Enabling and disabling personal Godmode bar display. fly - Enabling and disabling personal Noclip bar display. Example: /fgs god$3.99 -
Version 1.1.0
4,007 downloads
Checks for updates for all Codefling plugins, and prints to console and, optionally, discord. Reports to console "Codefling has updates for the following plugins.", then lists the names. Config Authors - Each author name has a true/false option to enable/disable checking their plugins. CheckIntervalMinutes - How often the plugin requests updated information from Codefling. DiscordWebhookAddres - Address for your discord server's webhook, for posting updates. Ignore - String array for plugin names to ignore. eg ["one plugin"] or ["multiple", "plugins"]Free- 46 comments
- 3 reviews
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- 16
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- #updates
- #steenamaroo
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Version 2.9.8
8,976 downloads
Ever wondered why Rust has so many desks, toilets, boxes and even washing machines but you've never been able to see the hidden secrets inside? Now you can! With Static Lootables you can turn those boring props into loot containers filled with all sorts of goodies. Loot containers that aren't normally supposed to be looted. For best experience, have the UI scale set to 1. Lootables are being refilled based on each individual configuration set. Compatible with Static Lootables: Lootables.Ext $5.26 Prefab creator that directly works with Static Lootables in order to create custom lootable definitions for your servers! This plugin provides more than there already is. See it in action here. or get it as a bundle! -> Editor This plugin now has an integrated editor that allows anyone with the permission to customize the loot that can be found in-game in defined static lootables. Scroll to the bottom of this page to see it in action. Modify lootables using all the tools in-game. Update global settings to your liking on the fly. Dependencies ImageLibrary (Required) QuickSort ZoneManager Permissions StaticLootables.admin: Use the MMB when not holding any item to privately print the name of the object in front of you to chat. StaticLootables.editor: Allows players with the permission to use the /sledit command, which gives them the power to create/update/delete lootables using the editor. Features Highly customizable and intuitive system. ZoneManager inclusion / exclusion (per lootable prefab OR global settings). Parented filtering. Locked container system. Hacking system. Interaction icons (with template), customized text and opening container effects. Individual lootable container refilling rates. Consistent support & open to suggestions. Very user-friendly editor for server owners to modify or customize lootables. Unique System: create lootables that only apply on one or more prefabs. Integrated API for manipulating lootable definitions. Get the default loot-tables They will be updated in the future. Add StaticLootables.json to your oxide/config folder. Updated on 23th of October, 2021 #13 (OLD): StaticLootables.json Updated on 9th of July, 2023 (NEW): StaticLootables.json To create your own custom icons, you can use this template: staticlootables_template.zip Please make sure you maintain the margins as weird artifacts will show up if the icons are touching the edges of the icon, in-game. Lootable Objects Supermarket Cash Register (locked, 500 HP) Toilets Cardboard Boxes Lockers (closed models are locked, 50 HP) File Cabinets (locked, 50 HP) Desks (locked, 250 HP) Kitchen Fridges Electrical Boxes Washing Machine Trash Bag Gas Pumps Toolboxes (locked, 100 HP) Plant Pots Type-writers Kitchen Cooker (Underwater Labs) Pickup Truck (Rusty), Sedan A (Junkyard), Compact Car C (all locked, 75 HP), can be accessed anywhere but Junkyard Barge Coal Metal Crate (B) (locked, 500 HP; hackable, 120s, code resets every 300m) NEW Pallet Stacks (A-through-C) NEW Bin NEW Vodka Bottle Your suggestions are welcome! If there are any ideas in regards to prefabs or possible loot to find in them, use the Discussion tab to let me know about it so I add it for everyone to use. Hacking This is how Hackable containers work and why they're an OP mini-game: Hacking one will give you the PIN which will allow you to use with the container for a couple of hours 'till it becomes obsolete and resets. If one has hacked a container, the next hack will double in the amount of time taken. X3 for the third hack, and so on. The PIN can be shared within the team so they can come back every a couple a minutes and loot the hacked box. Press R when looking at an unlocked hacked container to pull up the PIN dialog. API Be creative! Information Here's to clarify how config properties work and what they mean. General Settings Distance: The maximum distance between the player and container. ItemAmountMultiplier: The multiplier for the amount of the items found in containers. LootableHealthMultiplier: The multiplier of the (maximum) health of locked lootable containers. ShadowOpacity: The white glow behind the text which highlights the text more in the dark. ShowLockedLootableApproximateCount: Shows the amount next to the health bar of containers. (e.g ~2 ITEMS APPX.) DamageMultiplierMinimum: The minimum damage dealt to the locked containers by melee weapons. Maximum does the same but for maximum. DamageCUIRefreshRate: The refresh rate for the CUI when containers are being hit at a high rate (with a jackhammer for example). Recommended 0.5. EnforcedFilters: It disallows all definitions from being lootable if their path contain the parent names in this array. EnforcedInZone: It only allows definitions to be lootable only within the zone(s) defined in this array. EnforcedNotInZone: It only allows definitions to be lootable when they're out of the zone(s) defined in this array. Interaction Settings Icon: The icon of the interaction definition. Text: The text of the interaction definition. OpenEffect: The (usually sound) effect of the interaction definition. Definition Settings PrefabFilter: The prefab name used by the definition to set this definition as lootable. InteractionIndex: The index of the interaction defined in the Interactions array. It starts at 0. ContainerSize: The slot count of the container non-relative to the contents defined in the contents array. AllowStack: Can items in the container stacked. Mainly used if you have 2 or more slots that have the same kind of item. Liquid: Marks the container as liquid. If this is set to true, no matter the contents defined, only liquid objects (water, salt water, blood?) can get in. Lock: Health: The maximum health of a container. Set to null if you wanna disable it. (e.g "Lock": null) Hack: Wait Time: The time in seconds! players have to wait for the initial hacking attempt. Code Resetting Rate: The time in minutes! until the hack resets the PIN and goes down an increment for how many times has been hacked used for the Wait Time multiplier. Rule: Refill Rate: The rate in minutes! until the container gets wiped from the server & memory is being freed for server resource reasons. OnlyIfParentFilter: It allows all definitions to be lootable if their path contain the parent names in this array. OnlyIfNotParentFilter: It disallows all definitions from being lootable if their path contain the parent names in this array. OnlyIfInZone: It only allows definitions to be lootable only within the zone(s) defined in this array. OnlyIfNotInZone: It only allows definitions to be lootable when they're out of the zone(s) defined in this array. Contents: ShortName: The short name of the item definition. CustomName: The in-game name of the item. SkinId: The skin of the ID. UseRandomSkins: Use the RandomSkins array to create more variety on what skinned items are used. SkinId: The skin of the ID. RandomSkins: The skin ID array used in replacement of SkinID when UseRandomSkins is true. MinimumAmount: The minimum range used for the item amount randomisation. MaximumAmount: The maximum range used for the item amount randomisation. ConditionMinimumAmount: The minimum range used for the item condition / durability randomisation. ConditionMaximumAmount: The maximum range used for the item condition / durability randomisation. SpawnChanceTimes: How many times in the SpawnChanceScale will it be likely for the item to be spawned. SpawnChanceScale: The scale of the odds for the item to be spawned. Contents: It's recursive, has the exact same content structure as this property. Installation Download the config which can be found above on this page. Put it in the oxide/config folder. Put StaticLootables.cs file in oxide/plugins. You're good to go! FOR BEST ENTERTAINMENT, USE THE DEFAULT SETTINGS OF THE PLUGIN. Screenshots Videos * The annoying flicker has been fixed in the live version, this was recorded while testing.$12.69 -
Version 1.1.5
780 downloads
Beautiful display of player statistics and player ratings. Features: Beautiful user interface Customization (all interface you can set up in configuration) Performance Commands stats open statistics interface stats [steamId] open statistics interface leaderboard open leaderboard interface Permissions statistics.use open statistics interface statistics.hide hides player from leaderboard FAQ: Q: Where can I see an example of a config? A: Config Q: What should I do if I get the error "You do not have permission to use this command!"? A: To solve this problem, you need to grant the "statistics.use" permission to your players. For example, granting this permission to the "default" group is done with the following command: oxide.grant group default statistics.use$19.95- 46 comments
- 2 reviews
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- 4
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- #statistics
- #leaderboard
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Version 1.1.0
107 downloads
This plugin give the possibility to restore the very last corpse via chat or console command, and teleport the lootbag from a corpse back to the player, independently from the location. Only the content of the corpse, dropped tool/weapon is not supported, if not stick to the corpse. If the player die repeatedly, the previous corpses can't be restored, only the last. Permissions restorecorpse.allow - Permission to use the plugin feature via Chat command. Configuration SecurityStringAgainstF1use - used as additional protection, if the players knows the console command, and want to try the console command, without the restorecorpse.allow permission, to bypass it, for example if you want to put this console call into your shop as a buy-able feature. RestoreCommand and RestoreCommandConsole - Manually set-able commands for Chat and Console Usage. EnableReminder - Send reminder to the player, that there is a feature to restore the corpse, after death and weak-up. Example Configuration: { "SecurityStringAgainstF1use": "Abc123", "RestoreCommand": "restorecorpse", "RestoreCommandConsole": "restorecorpseconsole", "EnableReminder": true } Commands /restorecorpse - (If you set it as RestoreCommand) - Chat command, restore the last, still active corpse content and teleport the lootbag under the player. restorecorpseconsole Abc123 usersteamID - Console command, restore the last, still active corpse content and teleport the lootbag under the player, without the Security password, it is restricted. Localization English language file generated by default, texts supported by the language files.$12.00 -
Version 1.4.1
323 downloads
This plugin allow to the NPCs to hit and decrease the equipped armors durability. Currently the plugin choose randomly from the available equipped armors, what still has durability and not broken item, and extract the (total, maximum durability) * configured percentage value. Ideal plugin for PVE servers to avoid stacked up gears by the players. 3 different permission related value can be set, to support other plugins or vip/rank systems. It also has the feature to exclude weapons or tools from the function, up to the need. The plugin can work 3 different mode. 1 - no permission used at all -> normal percentages configured will be used. 2 - The player can have more then one permission, in this case always the HIGHER permission percentage value used combined with the class values. 3 - The player shall only have 1 permission, in this case i recommend to activate the "Permission check against multiple permission group" and optionally the "Warning agains multiple permission group (can flood the server console)" configuration, to set to True, and if a player by mistake got 2 different permission, the plugin feature will be skipped and a warning will be shown on the server console. Example: Bone Helmet - 100 Maximum durability/Condition point. LongDurabilityPercent configured to 1.0 percent. It will take 100 Hit, if only the Bone Helmet equipped, to make the item broken. Grouped up weapons for the Configurable categories: Meleeweapon : Anything, what is unhandled from Hit information point of view, and "grenade.beancan.entity.prefab", "bone_club.entity.prefab", "knife_bone.entity.prefab", "chainsaw.entity.prefab", "salvaged_cleaver.entity.prefab", "grenade.f1.entity.prefab", "flamethrower.entity.prefab", "flamethrower_fireball.prefab", "hacksaw.weapon.prefab", "butcherknife.entity.prefab", "pitchfork.entity.prefab", "sickle.entity.prefab", "hammer.entity.prefab", "hatchet.entity.prefab", "knife.combat.entity.prefab", "mace.entity.prefab", "machete.weapon.prefab", "militaryflamethrower.entity.prefab", "paddle.entity.prefab", "pickaxe.entity.prefab", "rock.entity.prefab", "axe_salvaged.entity.prefab", "hammer_salvaged.entity.prefab", "icepick_salvaged.entity.prefab", "explosive.satchel.entity.prefab", "stonehatchet.entity.prefab", "stone_pickaxe.entity.prefab", "spear_stone.entity.prefab", "longsword.entity.prefab", "salvaged_sword.entity.prefab", "torch.entity.prefab", "spear_wooden.entity.prefab" Closeweapon: Following weapons are considered as Close combat weapons: "double_shotgun.entity.prefab", "pistol_eoka.entity.prefab", "m92.entity.prefab", "nailgun.entity.prefab", "shotgun_waterpipe.entity.prefab", "python.entity.prefab", "pistol_revolver.entity.prefab", "shotgun_pump.entity.prefab", "pistol_semiauto.entity.prefab", "smg.entity.prefab", "spas12.entity.prefab" Longweapon : "mgl.entity.prefab", "semi_auto_rifle.entity.prefab", "thompson.entity.prefab", "rocket_launcher.entity.prefab", "mp5.entity.prefab", "l96.entity.prefab", "lr300.entity.prefab", "m249.entity.prefab", "m39.entity.prefab", "compound_bow.entity.prefab", "crossbow.entity.prefab", "ak47u.entity.prefab", "bow_hunting.entity.prefab" Additionally, BaseHelicopter, BradlyAPC, AutoTurret, Guntraps and Beartrap also considered as damage source to decreas armor, they are under Meleeweapon category at the moment, they use the same value as configured for MeleeDurabilityPercent Explosive: Not handled yet, only available for future usage. Permissions itemslostdurabilityonnpchit.protectplayer - Prevent armor damage. Basically disable the plugin for the players with this permission. itemslostdurabilityonnpchit.profile1 - permission percentage rank itemslostdurabilityonnpchit.profile2 - permission percentage rank itemslostdurabilityonnpchit.profile3 - permission percentage rank Configuration The settings and options for this plugin can be configured in the ItemsLostDurabilityonNPCHit.json file under the oxide/config directory. The use of a JSON editor or validation site such as jsonlint.com is recommended to avoid formatting issues and syntax errors. Suggested percentages see below. Anything that is higher than 1.5% seems feels too fast on client side. Experience example: 2 Metal item, 1 Sign skirt From 100% to all 3 item broken with 2 melee Attacker take 3 minute constant hit, with 0.5%. { "CloseDurabilityPercent": 0.75, "ExplosionDurabilityPercent": 0.0, "LongDurabilityPercent": 1.0, "MeleeDurabilityPercent": 0.5, "itemslostdurabilityonnpchit.profile1 permission percentage scale range: 0-X, 0.1f mean 10% of the original durability": 1.0, "itemslostdurabilityonnpchit.profile2 permission percentage scale range: 0-X, 0.1f mean 10% of the original durability": 1.0, "itemslostdurabilityonnpchit.profile3 permission percentage scale range: 0-X, 0.1f mean 10% of the original durability": 1.0, "Permission check agains multiple permission group": false, "Warning against multiple permission group (can flood the server console)": false, "CleanPermission on Wipe": true, "Pop off the armor from the player, if broken": false, "The popped of armor will be placed into the player inventory (if false, it will be dropped on the floor) [Only relevant, if \"Pop off the armor from the player, if broken\" configuration set to true]": false, } Localization No. Develop API No. Hooks No.$7.00- 25 comments
- 6 reviews
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- 4
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- #durability
- #rust
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Version 1.1.4
46 downloads
Adds a new event to the server - zone capture. If you gather resources on the territory of the occupied zone, a commission is removed from you and falls into the "capture cupboard". Features: Markers on the map Spawn in crates/barrels Percentage setting with permissions Setting limits with permissions Bypass setting (for teammates, friends, clanmates, cupboard) Commands give.capturezone [target] [amount] - gives out a cupboard for capturing a zone Permissions capturezone.ignore - allows you not to pay resources for tax Video Config { "Work with Notify?": true, "Zone Radius": 40.0, "Permission (ex: capturezone.use)": "", "Item Settings": { "DisplayName": "Zone Сapture", "ShortName": "cupboard.tool", "SkinID": 2767790029 }, "Marker": { "Enabled": true, "Display Name": "Zone by {owner}", "Radius": 0.3, "Refresh Rate": 3.0, "Duration": 0, "Color 1": "#EA9999", "Color 2": "#A73636FF" }, "Drop Settings": { "Enabled": true, "Drop Settings": [ { "Prefab name": "assets/bundled/prefabs/radtown/crate_normal.prefab", "Min amount": 1, "Max amount": 1, "Chance": 50.0 }, { "Prefab name": "assets/bundled/prefabs/radtown/loot_barrel_2.prefab", "Min amount": 1, "Max amount": 1, "Chance": 5.0 }, { "Prefab name": "assets/bundled/prefabs/radtown/loot_barrel_1.prefab", "Min amount": 1, "Max amount": 1, "Chance": 5.0 } ] }, "Notification during mining in the occupied territory": { "Enabled": true, "Cooldown": 5.0 }, "Percent Settings": { "Default": 20.0, "Permissions": { "capturezone.vip": 25.0, "capturezone.deluxe": 30.0 } }, "Limits Settings": { "Enabled": true, "Default": 3, "Permissions": { "capturezone.vip": 5, "capturezone.deluxe": 7 } }, "Bypass Settings": { "Teammates (Rust in-game system)": true, "Friends": true, "Clanmates": true, "Authorized in the cupboard": true } }$19.95