Search the Community
Showing results for tags 'vehicle'.
-
Version 2.10.21
1,348 downloads
Crafting system that allows you to create items, cars, vehicles, recyclers, etc! Commands craft open interface crafts.setwb [categories: cat1 cat2 ...] set new custom workbench Permissions You can set permission in config, for example: "Permission (ex: crafts.use)": "crafts.use", crafts.setworkbench - allows you to use the "crafts.setwb" command (set custom workbenches) Craft Types Command Vehicle Item Recycler ModularCar How to install a custom workbench 1. Spawn the workbench (for example, in RustEdit or a plugin) 2. In the game, go to him and use the command "crafts.setwb" and specify the necessary categories. Example: /crafts.setwb Misc 3. Go to config (oxide/config/Crafts.json) and configure this workbench (use SafeZone, workbench level, etc.) VIDEO FAQ Q: Where can I see an example of a config? A: Config$19.95 -
Version 0.1.13
781 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 ) : autobuy - Toggle autobuy for monuments, vanilla events and raid bases with a final price greater than 0; pickup - Toggle access for picking up your items from the ground for everyone; share - Manage permissions for others to loot your entities(outside of the team): status *entityID*(optional) - Display information about the settings of the entity you are looking at or the one you specified; add *nameOrID* *entityID*(optional) - Add the specified player to the entity list you are looking at or the one you specified; remove *nameOrID* *entityID*(optional) - Remove the specified player from the entity list you are looking at or the one you specified; toggle *entityID*(optional) - Toggle the entity list you are looking at or the one you specified; delete *entityID*(optional) - Delete the settings for the entity you are looking at or the one you specified; clear - Delete the settings for all your entities. team - Manage team: ff - Toggle the ability to damage your teammates. vehicle - Manage vehicles: list - List of your vehicle IDs; find *vehicleID* - Help find your vehicle; unlink *vehicleID* - Unlink the vehicle registration; clear - Unlink registration from all your vehicles. Admin commands(/adminpve). Permission "realpve.admin" required: autobuy - Settings for autobuying monuments, vanilla events and raid bases with a price greater than 0: *nameOrId* - Toggle autobuy for the specified player; force monument/event/rb - Toggle forced autobuy. If enabled, player settings will be ignored; clear - Disable autobuy for everyone. config - Manage values in the configuration file: dsfsdf - sdfsdf; sdfsdf - sdfsdf. loot - Setup unrestricted access: *nameOrId* - Toggle unrestricted access for the specified player; self - Toggle unrestricted access for yourself; clear - Revoke unrestricted access for all players. monument - Monuments settings: list - List of available monuments; *monumentID*/this - Instead of the monumentID, you can use the word "this", but you must be inside the monument: suffix - Toggle the suffix display in the monument's name; broadcast - Toggle notifications about monument occupancy/release; time *intValue* - Set the looting time limit for the monument in seconds; price *floatValue* - Set the cost for looting rights. A value of 0 makes the monument free; offer *floatValue* - Set the offer duration for purchasing the monument in seconds; map_mode *intValue* - Set the marker display mode on the map. 0 - disabled, 1 - enabled, 2 - enabled during PvP mode; map_circle - Toggle the display of the monument's circle marker on the map; pvp - Toggle PvP mode for the monument; pvp_delay *floatValue* - Set the PvP mode duration in seconds for players after leaving the PvP monument; bar_progress - Toggle between TimeProgressCounter and TimeCounter bars for the monument. perm - Permissions settings: add *permName* - Adds a new permission to the list by copying values from the first(default) permission in the list. If the permission name starts with 'realpve', it will also register a new permission; add *permName* *sourcePermName* - Adds a new permission to the list by copying values from an existing permission in the list; remove *permName* - Removes an existing permission from the list; edit *permName* - Edits a permission: queue - Toggle the permission to bypass the server queue; beds *intValue* - Restriction on the number of available beds; shelters *intValue* - Restriction on the number of available shelters; turrets *intValue* - Restriction on the number of available turrets; hackable *floatValue* - Number of seconds(0-900) to skip when opening a hackable crate; monuments *floatValue* - Price multiplier for monuments; events *floatValue* - Price multiplier for vanilla events; rb_limit *intValue* - Restriction on the number of raid bases available simultaneously; rb_mult *floatValue* - Price multiplier for raid bases; vehicles *vehType* - Vehicles settings: limit *intValue* - Limit on the number of available vehicles by type; price *floatValue* - Price for registering a vehicle by type. clear - Removes all permissions from the list except the first one. pickup - Settings for access to picking up player items from the ground: *nameOrId* - Toggle access to picking up a specific player's items from the ground; clear - Revoke access for all players to pick up items from the ground. share - Settings for looting entities by other players: sdfsdf - sdfsdsdf; sdfasdfas - asdfsadfasdf. vehicle - Monuments settings: types - List of available vehicle types. Example: /realpve pickup /realpve vehicle find *netID* /realpve team ff /adminpve perm add realpve.vip2 /adminpve perm add realpve.vip2 realpve.vip /adminpve perm edit realpve.vip2 queue true /adminpve perm edit realpve.vip2 vehicles horse limit 5 /adminpve monument list /adminpve monument *monumentID* pvp /adminpve monument *monumentID* price 7.5 /adminpve loot iiiaka /adminpve pickup iiiaka /adminpve vehicle types 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
- 1 review
-
- 3
-
- #rust
- #real
-
(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
-
Version 1.2.7
2,636 downloads
Take your players to new heights in the game of Rust, and get a few laughs watching people try to fly one for the first time! Introducing Jetpack! A plugin that allows your players to soar around like never before in the game of Rust. Grab this plugin and give your players something to talk about! Many functions have already been implemented like the ability to shoot while piloting a jetpack, and the plugin will continue to expand and grow with the community. You'll find the configuration covers almost anything you can think of, and you'll see a breakdown of the configuration file in the description below. By default you can simply press the middle mouse wheel to equip and remove the jetpack quickly, you can't run around once you've equipped it. You can customize loot crates the jetpack might appear in, and all of the stats from thrust to rotation and all of the other controls. Be sure to check the permission section and feel free to use the command creatively to give jetpacks as an award for completing other tasks on your server using the commands provided. Make sure you have some lowgrade handy, let's take to the skies! Сontrols Space bar - thrust W/S keys - pitch axis A/D keys - yaw axis Chat commands (check config for permissions) /jet - toggle jetpack on & off /givejetpack - give a jetpack to yourself Console commands (admin only) givejetpack - give a jetpack to yourself givejetpack SteamID - give a jetpack to player using their SteamID Plugin config en – example of plugin configuration in English ru – example of plugin configuration in Russian Check out the rest of my work: Adem's Codefling Library You can reach out to me in Discord: Adem's Discord Profile Thanks to Jbird for writing, translation, & support: Jbird's Discord Profile Join the Mad Mappers Discord!$19.99 -
Version 1.2.3
1,324 downloads
Let your players use cars in a new way! The plugin will allow cars to float, driving underwater, use jet propulsion and become a mobile turret. You can configure any number of different modules. They can combine many functions, for example, a turret can be installed on a floating or underwater module. Modules are custom items that can be added to kits or loot tables of crates, sold in a server store, or may randomly appear on modular cars. Types of modules Buoyancy module. Adds a buoyancy point to the car. The modules should be placed symmetrically or in the center of the machine in order to allow it to float well. For this module, the buoyancy force, the turning speed and the speed of movement on the water can be configured. Turret module. The module works only if there is a driver in the cabin. It can contain any number of turrets. If the car is closed, then other players will not be able to authorize in its turrets. Jet module When the shift button is pressed, the car accelerates with the help of jet propulsion. For each module of this type, the thrust force and additional fuel consumption can be configured. Any number of fire rocket launchers can be placed on the module. Remote control module A camera is installed in this module, for which you can change the frequency. Knowing the frequency, you can connect to the car using a computer station and control it. Underwater module Allows the car to move underwater. Chat commands (For administrators!) /givemodule <Custom item shortname> – give the item to yourself. /customcarspawnpoint – adds a custom spawn point of a random custom car to the monument or to the map if the point is outside the monument /customcarspawnpoint <Custom car preset name> – adds a custom spawn point of <Custom car preset name> to the monument or to the map if the point is outside the monument Console commands (RCON) givemodule <userId> <Custom item shortname> <amount> – give the item to player. Config en – example of plugin configuration in English ru – example of plugin configuration in Russian$14.99- 24 comments
- 5 reviews
-
- 12
-
- #adem
- #autoturret
- (and 18 more)
-
Version 2.0.3
43 downloads
This 'one grid' map is ready for the Diver Propulsion Vehicle, with plenty of sunken monuments and a stunning mainland custom landscape. This map could also be used for a competition / tournament Low Prefab count: ∼2250 CUSTOM MONUMENTS - Mini Airfield - Sunken HQM, Sulfur & Stone quarries (fully functional) - Sunken Water Treatment Plant (fully functional, besides sewers and underground tunnels) - Sunken Satellite Dish (fully functional) - Sunken Power Plant (fully functional, besides sewers and underground tunnels) - Bandit Fishing Village - this safe zone contains the best from outpost, bandit and the vanilla fishing village. FEATURES - Custom Landscape - Ring Road (ready for the travelling vendor) - Custom caves for players to discover and build in - Islands for players to build on and fight over - 1 Tugboat spawn above each sunken monument (besides quarries) VANILLA MONUMENTS - Lighthouse - Oxum's Gas Station - Supermarket - Small Oil Rig - Large Oil Rig NOTES – Need help? You can always contact me on my discord server @ discord.gg/TJxwpKT2Ge – The password for the editor is included with the map.$21.90 -
Version 1.0.8
67 downloads
Spawn Everything - Spawn Vehicle, Karuza Vehicle, Deployables, Crates, Custom entity, Execute Commands, Loots, and much more... Spawn Everything - Spawn all entity or loot allows you to spawn any entity or execute commands, all by using an item. It is already configured to generate vehicles by default, including custom vehicles from Karuza, Crates, Locked Crate, Deployables, Casino items and much more. Through the configuration you can add other entities that can be generated, just enter a prefab name, or a command if you do not have a prefab name, and set the skin of the item that will be used. It also allows you to limit the spawn, for example if you do not have building permits, avoid spawning in water or allow it only in water, also being able to choose the minimum depth of the water, allow or not spawn inside buildings, monuments and more. It is also possible to pick up the generated entity, using the hammer. You can add items to the in-game shop, loot, or wherever you want. Compatible with Oxide/Umod and Carbon. ALL AVAILABLE ENTITIES Here you can find a file with all the entities currently available and the various information on the item to create to spawn the entity ALL AVAILABLE ENTITIES VIDEO Below you can see an example video on how to use the plugin. SOME EXAMPLES OF USE: Some examples of how the plugin works and the entities that can be spawned by default. Vehicle Spawn Spawn Custom Vehicles by Karuza Spawn NPC vehicles, such as Bradley, Patrol helicopter, CH47 (Chinook 47) Spawn loot boxes, such as the: Locked Crate, Oil Rig Locked Crate, Bradley APC Crate, Patrol Helicopter Crate, Elite Tier Crate, Elite Tier Crate - Underwater Labs. Crater for mines, to place mines where you want. Survey Crater - For Mining Quarry, Survey Crater Oil - For Pump Jack. Spawn Casino entities Spawn custom entities And much more PERMISSIONS: spawneverything.admin – Allows the use of commands reserved for admins, such as giving items for entity spawning to players. spawneverything.fuel.unlimited – If the entity to be spawned is a vehicle, the vehicle will not need fuel to run. The same can be achieved via the configuration file, for each individual entity. spawneverything.spawn.not_enabled – Allows you to spawn entities that have not been enabled in the configuration file. spawneverything.spawn.bypass_building_privilege – Allows you to spawn entities even if you don't have building permissions, for entities that require building permissions to spawn. spawneverything.spawn.bypass_monument – Allows entities to be spawned in monuments, for entities that cannot be spawned in monuments. spawneverything.spawn.bypass_road – Allows entities to be spawned to the road, for entities that cannot be spawned to the road. spawneverything.spawn.bypass_only_outside – Allows entities to spawn inside buildings, for entities that cannot be spawned inside buildings. spawneverything.spawn.bypass_water – Allows entities to spawn in water, for entities that cannot be spawned in water. COMMANDS FOR ADMIN Commands can be typed in chat (by putting the / character in front of the command), from console or Rcon. To use these commands you must have the role: spawneverything.admin /se <skinID> <quantity> — Allows you to give the item to spawn the entity, to yourself. You need to pass these parameters: skinID of the configured entity The quantity of items. /se <skinID> <quantity> <steamID> — Allows you to give the item to spawn the entity, to a player. You need to pass these parameters: skinID of the configured entity The quantity of items. The SteamID of the player to give the items to Commands can be added or modified in the configuration file: /oxide/config/SpawnEverything.json ENTITY PICK UP (BETA VERSION) You can collect the generated entity using the hammer. By collecting the entity, you will be given back the item for the entity's spawn. To collect the entity you need to hold down the SHIFT key and hit the entity with the hammer. You can only collect entities that have been enabled for collection in the configuration file. NB: This is an early version of this feature and is still in beta. At the moment if you pick up the entity, you will lose any loot contained in it, so make sure to remove any loot before picking up the entity. With the next update, you will be able to leave the loot inside the entity and automatically find it with the next spawn of the entity. USE VIA SHOP, LOOT. VENDING MACHINE The plugin can use any item for entity spawning. You need to generate an item with a certain skin id, to get the item that allows the entity to spawn. The name of the item to use and the skin id are present in the configuration file: Item name (That will be used to spawn the entity. Default grenade.flashbang) SkinID You can add these items to the in-game Shop, to the loot, in the Vending Machine or wherever you want, very easily. For example, this item spawns a minicopter: Item: grenade.flashbang | SkinID: 3366887420 or ItemID: -936921910 | SkinID: 3366887420 CONFIGURATION The settings and options can be configured in the SpawnEverything.json under the config directory. The use of an editor and validator is recommended to avoid formatting issues and syntax errors. { "TimeZone": "Europe/London", "Chat Command": [ "se", "spawneverything", "spawner" ], "ChatPrefix": "SpawnEverything", "Populate the config with Karuza Custom Vehicles (CANNOT BE UNDOWN! It can make the configuration very large). (Default: FALSE)": false, "Entity Drop Item": [ { "Enabled": false, "DisplayName": "Spawn Minicopter", "Description": "Spawn Minicopter", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "assets/content/vehicles/minicopter/minicopter.entity.prefab", "SkinID": 3366887420, "Spawn Offset Y": 0.0, "Spawn Rotate Y": 0.0, "Entity Type. Default Rust": "Rust", "Can Pick Up Entity. Default false": true, "Custom Radius Check": 0.0, "Execute Commands": [], "Execute Commands As Admin": false, "Spawn Cooldown (seconds)": 0, "Requires Building Privilege to Spawn Entity. (Default: TRUE)": true, "Allow Spawn in monuments. (Default: FALSE)": false, "Disable Spawn On Road. (Default: FALSE)": false, "Minimum spawn distance from Road. (Default: 0)": 0, "Spawn Only Outside": true, "Dont Spawn In Water": true, "Requires Water": false, "Minimum Water Depth": 0.0, "Armored": false, "Unlimited Fuel": false, "Fuel Amount": 0 }, { "Enabled": false, "DisplayName": "Spawn Attack Helicopter", "Description": "Spawn Attack Helicopter", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "assets/content/vehicles/attackhelicopter/attackhelicopter.entity.prefab", "SkinID": 3366893095, "Spawn Offset Y": 0.0, "Spawn Rotate Y": 0.0, "Entity Type. Default Rust": "Rust", "Can Pick Up Entity. Default false": true, "Custom Radius Check": 0.0, "Execute Commands": [], "Execute Commands As Admin": false, "Spawn Cooldown (seconds)": 0, "Requires Building Privilege to Spawn Entity. (Default: TRUE)": true, "Allow Spawn in monuments. (Default: FALSE)": false, "Disable Spawn On Road. (Default: FALSE)": false, "Minimum spawn distance from Road. (Default: 0)": 0, "Spawn Only Outside": true, "Dont Spawn In Water": true, "Requires Water": false, "Minimum Water Depth": 0.0, "Armored": false, "Unlimited Fuel": false, "Fuel Amount": 0 }, { "Enabled": false, "DisplayName": "Spawn Scrap Transport Helicopter", "Description": "Spawn Scrap Transport Helicopter", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "assets/content/vehicles/scrap heli carrier/scraptransporthelicopter.prefab", "SkinID": 3366892516, "Spawn Offset Y": 0.0, "Spawn Rotate Y": 0.0, "Entity Type. Default Rust": "Rust", "Can Pick Up Entity. Default false": true, "Custom Radius Check": 0.0, "Execute Commands": [], "Execute Commands As Admin": false, "Spawn Cooldown (seconds)": 0, "Requires Building Privilege to Spawn Entity. (Default: TRUE)": true, "Allow Spawn in monuments. (Default: FALSE)": false, "Disable Spawn On Road. (Default: FALSE)": false, "Minimum spawn distance from Road. (Default: 0)": 0, "Spawn Only Outside": true, "Dont Spawn In Water": true, "Requires Water": false, "Minimum Water Depth": 0.0, "Armored": false, "Unlimited Fuel": false, "Fuel Amount": 0 }, { "Enabled": false, "DisplayName": "Spawn Hot Air Balloon", "Description": "Spawn Hot Air Balloon", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "assets/prefabs/deployable/hot air balloon/hotairballoon.prefab", "SkinID": 3366893631, "Spawn Offset Y": 0.0, "Spawn Rotate Y": 0.0, "Entity Type. Default Rust": "Rust", "Can Pick Up Entity. Default false": true, "Custom Radius Check": 0.0, "Execute Commands": [], "Execute Commands As Admin": false, "Spawn Cooldown (seconds)": 0, "Requires Building Privilege to Spawn Entity. (Default: TRUE)": true, "Allow Spawn in monuments. (Default: FALSE)": false, "Disable Spawn On Road. (Default: FALSE)": false, "Minimum spawn distance from Road. (Default: 0)": 0, "Spawn Only Outside": true, "Dont Spawn In Water": true, "Requires Water": false, "Minimum Water Depth": 0.0, "Armored": false, "Unlimited Fuel": false, "Fuel Amount": 0 }, { "Enabled": false, "DisplayName": "Spawn Armored Hot Air Balloon", "Description": "Spawn Armored Hot Air Balloon", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "assets/prefabs/deployable/hot air balloon/hotairballoon.prefab", "SkinID": 3366893925, "Spawn Offset Y": 0.0, "Spawn Rotate Y": 0.0, "Entity Type. Default Rust": "Rust", "Can Pick Up Entity. Default false": true, "Custom Radius Check": 0.0, "Execute Commands": [], "Execute Commands As Admin": false, "Spawn Cooldown (seconds)": 0, "Requires Building Privilege to Spawn Entity. (Default: TRUE)": true, "Allow Spawn in monuments. (Default: FALSE)": false, "Disable Spawn On Road. (Default: FALSE)": false, "Minimum spawn distance from Road. (Default: 0)": 0, "Spawn Only Outside": true, "Dont Spawn In Water": true, "Requires Water": false, "Minimum Water Depth": 0.0, "Armored": true, "Unlimited Fuel": false, "Fuel Amount": 0 }, { "Enabled": false, "DisplayName": "Spawn Kayak", "Description": "Spawn Kayak", "Item name (That will be used to spawn the entity. Default grenade.flashbang)": "grenade.flashbang", "Spawn PrefabName": "assets/content/vehicles/boats/kayak/kayak.prefab", "SkinID": 3366894316, "Spawn Offset Y": 0.0, "Spawn Rotate Y": 0.0, "Entity Type. Default Rust": "Rust", "Can Pick Up Entity. Default false": true, "Custom Radius Check": 0.0, "Execute Commands": [], "Execute Commands As Admin": false, "Spawn Cooldown (seconds)": 0, "Requires Building Privilege to Spawn Entity. (Default: TRUE)": true, "Allow Spawn in monuments. (Default: FALSE)": false, "Disable Spawn On Road. (Default: FALSE)": false, "Minimum spawn distance from Road. (Default: 0)": 0, "Spawn Only Outside": true, "Dont Spawn In Water": false, "Requires Water": true, "Minimum Water Depth": 0.5, "Armored": false, "Unlimited Fuel": false, "Fuel Amount": 0 }, ........................................ ], "VersionNumber": { "Major": 1, "Minor": 0, "Patch": 7 } } TimeZone: -- Default: Europe/London Chat Command: -- Here you can add, edit or delete Commands can be typed in chat (by putting the / character in front of the command), or from console. ChatPrefix: -- Chat message prefix. Populate the config with Karuza Custom Vehicles (CANNOT BE UNDOWN! It can make the configuration very large): -- If set to TRUE, adds all Karuza custom vehicles to the configuration. Warning: once all vehicles are added to the configuration, they cannot be removed by setting the property to FALSE, in which case you will have to delete them manually. Default: FALSE SPAWNABLE ENTITY: ITEM CONFIGURATION Here you will insert all the items with their configurations for the spawn of any entity. Enabled: -- If set to FALSE, the entity cannot be spawned. You can bypass this check with the permission: spawneverything.spawn.not_enabled DisplayName: -- The name of the Item that the player will see when he clicks on it with the mouse. Description: -- A description of the entity that will be spawned. It has no effect on the player's Item, it is just for internal use to remind you what this Item does. Item name (That will be used to spawn the entity. Default grenade.flashbang): -- Here you need to specify the name of the item that will be used to spawn this entity. Spawn PrefabName: -- Here you enter the name of the Prefab that will be generated. It is not mandatory, you can not enter the Prefab Name and instead execute commands that you can define later in the configuration. SkinID: -- Here you enter the SkinID that will be applied to the item. Based on the SkinID, a different Item will be generated for the spawn of different entities. You can use existing SkinIDs on the Steam Workshop or create your own Skin. Entity Type -- This field is used by the plugin to understand if it is a Rust entity or an entity generated by another plugin. If you do not know what to enter, leave it as default: Rust Can Pick Up Entity. Default false -- Here you can decide whether the entity can be picked up with the hammer or not. It is recommended to disable picking for all items that generate Loot, to avoid abuse. Spawn Offset Y: -- Here you can specify a height to add relative to the entity's spawn point. For example, add the spawn higher than the ground or water. Spawn Rotate Y -- Here you can define the rotation to add to the spawned entity. Custom Radius Check -- Each spawn checks if there are entities that collide and the radius, within which to check, is automatically determined based on the size of the entity. But in some cases it is necessary to define a custom radius. Here you can decide the radius within which to check if there are entities that collide with the spawn. Execute Commands: -- Here you can enter 1 or more commands that will be executed when the Item is launched. You can use some placeholders that can be passed to the commands %%msg%%: This placeholder can be used to send a message to the player, here is an example command: "%%msg%% test command": This will send a message to the player with the text: "test command" %%steamid%%: This placeholder is used to insert the player's steamID into the command. Here are some possible command examples: "deposit %%steamid%% 1000": Will deposit 1000 RP into the player's account (Economics plugin) "inventory.giveto %%steamid%% "short name" "amount" ": This will send a certain amount of items to the player. Execute Commands As Admin: -- If set to TRUE, runs the command as Admin. Useful for running commands that require server-side Admin permissions. Default: FALSE Spawn Cooldown (seconds): -- Sets a wait time before the entity is spawned, once the item is thrown. Spawn Only Outside: -- If set to TRUE, the entity can only spawn outside of buildings or on the roof. It cannot spawn inside the building. Useful for vehicles or large entities, to avoid them getting stuck inside the base. Default: TRUE. You can bypass this check with the permission: spawneverything.spawn.bypass_only_outside Requires Building Privilege to Spawn Entity: -- If set to TRUE, building permissions will be required to spawn an entity. Default: TRUE. You can bypass this check with the permission: spawneverything.spawn.bypass_building_privilege Allow Spawn in monuments: -- If set to FALSE, entities will not be able to spawn in monuments. Default: FALSE. You can bypass this check with the permission: spawneverything.spawn.bypass_monument Disable Spawn On Road -- Disable entity spawn on the road. Default: FALSE. You can bypass this check with the permission: spawneverything.spawn.bypass_road Minimum spawn distance from Road -- Minimum distance from the road for the entity to spawn. Default: 0. You can bypass this check with the permission: spawneverything.spawn.bypass_road Dont Spawn In Water: -- If set to TRUE, the entity cannot be spawned in water. Useful for vehicles that cannot go in water. Warning: There is one exception. In very shallow water, entities can still be spawned, for example near the coast. The water must not be deeper than 0.5 meters. Default: FALSE. You can bypass this check with the permission: spawneverything.spawn.bypass_water Requires Water: -- If set to TRUE, the entity can only be spawned in water, useful for vehicles that can only operate in water, such as boats. Default: FALSE Minimum Water Depth: -- If the entity can only be spawned in water, you can decide the minimum depth of the water. Useful to avoid spawning large entities in very shallow water so they do not get stuck. Default: 0 Meters = Any depth. The value cannot be negative. Armored: -- There are entities that have the same Prefab Name, but 1 of the 2 can be generated with armor. In this case, you can decide which entity should have armor, For example Armored Hot Air Balloon. Unlimited Fuel: -- If the entity is a vehicle, you can choose to spawn the entity with unlimited fuel. This configuration does not apply to Karuza's custom vehicles. You can bypass this check with the permission: spawneverything.fuel.unlimited Fuel Amount: -- If the entity is a vehicle, you can decide how much fuel the entity will spawn with. Default: 0 fuel. You can bypass this check with the permission: spawneverything.fuel.unlimited NB: At least 1 of the 2 fields between Spawn PrefabName and Execute Commands is mandatory LOCALIZATION The plugin is translated into the following languages: English Italian Translation files are located in the /oxide/lang folder,here is an example of a /oxide/lang/en/SpawnEverything.json translation file. You can add translations for other languages by adding them to the folder: /oxide/lang ALL AVAILABLE ENTITIES Here you can find a file with all the entities currently available and the various information on the item to create to spawn the entity ALL AVAILABLE ENTITIES ---------------------------------------- AVAILABLE ENTITIES By default the plugin is configured with these entities that can be generated: VEHICLES: Minicopter, Attack Helicopter, Scrap Transport Helicopter, Hot Air Balloon, Armored Hot Air Balloon, Kayak, Row Boat, RHIB, Tugboat, Submarine Solo, Submarine Duo, Horse, Snowmobile, Tomaha Snowmobile, Sedan, 2 Module Car, 3 Module Car, 4 Module Car, Motorbike, Motorbike With Sidecar, Pedal Bike, Pedal Trike. KARUZA CUSTOM VEHICLES: All Karuza special vehicles are included, you need to enable the property in the config file to use them. Requires Karuza Vehicles plugin. SPECIAL VEHICLES: Bradley APC, Patrol Helicopter, Chinook 47. SPECIAL ENTITIES: Train Casino - Lucky Caboose, Blackjack Machine (Caboose), Card Table (Caboose), Slot Machine (Caboose), Card Table - A, Card Table - B, Card Table - C, Card Table - D, Slot Machine CRATE: Locked Crate, Oil Rig Locked Crate, Bradley APC Crate, Patrol Helicopter Crate, Elite Tier Crate, Elite Tier Crate - Underwater Labs. CRATER: Survey Crater - For Mining Quarry, Survey Crater Oil - For Pump Jack. NEW ENTITIES You can add as many entities as you want via the configuration file. If you have any difficulties or need to add a particular entity, feel free to open a support request and it will be added to the plugin. New entities will be added with future releases of the plugin.$7.99- 10 comments
- 1 review
-
- 2
-
- #spawn everything
- #spawn
- (and 13 more)
-
Version 1.1.59
722 downloads
Ever wanted to be able to rain death on your enemies while being in what is essentially a flying tank!? The GunShip plugin allows you to spawn 16 different preconfigured customized vehicles allowing for new ways to play the game! Whether it is base raiding, pvp, or monument clearing youll always have the right tools, and the right firepower, to get the job done! The plugin itself requires one main dependency but has a few optional ones as well. After Entity Scale Manager is installed all vehicles will be able to be spawned in and used right out of the box! Support Please read through this as well as the extended documentation available on my discord before flagging a ticket! Open a support request here or join the discord and get in touch with me directly! I may not answer right away, please allow around 24 hours for me to be able to help you with your request! Dependency Setup REQUIRED DEPENDENCIES: Entity Scale Manager OPTIONAL DEPENDENCIES: Death Notes Sign Artist Server Rewards Economics Raidable Bases Entity Scale Manager (Required) Once downloaded, upload the plugin to the same directory as the GunShip plugin and check console to ensure it has loaded, once it has reload the GunShip plugin (if needed). OPTIONALLY you can change the following setting in the config file of Entity Scale Manager to make the scaling spheres disappear. // Change the below value to true if you would like to enable it in the EntityScaleManager.json config file. { "Hide spheres after resize (performance intensive)": false } Death Notes (Optional) Implementing Death Notes allows players to see custom death messages when a player kills something or gets killed by something on a server. When using Death Notes with the GunShip plugin you can see additional custom death messages for when a NPC / Player is killed by a GunShip vehicle. Near the end of the DeathNotes.json configuration file in the oxide/config directory you can add the following lines to enable the custom death messages! "muzzlebrake.entity": "Armed Sedan", "lasersight.entity": "Heavy Technical", "smoke_grenade.weapon": "Light Technical", "hammer.entity": "Apache Attack Helicopter", "spraycan.weapon": "Huey Attack Helicopter", "flare.weapon": "Viper Attack Helicopter", "detonator.entity": "Enforcer UAV", "supplysignal.weapon": "Cargo Truck" Append the above lines to the end of the 'Weapons' section of the config. It should look like something below. Sign Artist (Optional) Sign artist is used to load custom images onto signs from a url. In the GunShip plugin it is used to load the specified image to all signs by default when they are initially spawned in. Upload the the oxide/plugins directory and enjoy! Reseller Info As of version 1.0.5 the reseller framework has been added! This new feature allows server owners to optionally add the 'reseller' / salesman role into their servers allowing a assigned player to sell other players gunship vehicles. Additionally if enabled the assigned player can also make a comission of the configured currency for the sale depending on how much money they took off of the original price of the vehicle. For a reseller to be able to make commission the option for enable reseller comission must be enabled. If you want the ability to allow resellers to edit the price of the vehicle within the configured discount range enable the Allow Resellers to Modify Price option in the config file. The actual comission is based off of the amount that the reseller did not take off of the sale. For example, if the reseller ran /sellgs huey 15 false they would make 5% of the total sale meaning that the comission is (sale price) * ((configured discount max) - (specified discount)) = reseller commission amount Custom Item Info Land / Air Vehicles Item Shortname: box.wooden Water Vehicles Item Shortname: boogieboard Steam Skin IDs: Permission Info System Permissions gunship.vip - Enables VIP perks / settings for players with this permission. gunship.spawn - Required to spawn any gunship vehicle (just to use the /gunship command). gunship.nocooldown - Players with this permission do not have a spawn command cooldown. gunship.admin - Players get admin settings / perks. gunship.target_immune - Players with this permission cannot be targeted by GunShip managed AutoTurrets (Vehicle Auto Turrets). gunship.nowipefee - Players with this permission do not pay a wipe fee for any vehicle (Start of wipe fee). gunship.norespawnfee - Players with this permission do not pay a respawn fee to spawn their vehicle after paying the wipe fee. gunship.norecallfee - Removes the cost of using the /gunship.util recall vehicle_name command gunship.nohominglock - Players that have this permission cannot be locked onto by a gunship smart missile system (what the guardian uses) gunship.reseller - Allows a player to use the reseller commands and sell vehicle items to other players and make commission (if enabled) Vehicle Permissions gunship.apache - Huey Attack Helicopter gunship.guardian - Guardian Homing AA Helicopter gunship.stinger - Agile Missile Attack Helicopter gunship.viper - Agile Gunner Attack Helicopter gunship.cobra - AA Helicopter gunship.huey - Heavy Attack Helicopter gunship.reaper - Heavy Attack Helicopter gunship.technical - Light Armoured Ground Attack Vehicle gunship.heavy_technical - Heavy Armoured Ground Attack Vehicle gunship.cargo_truck - Heavy Armoured Ground Transport Vehicle gunship.sedan - Heavy Ground Attack Vehicle gunship.fighter - Agile Attack Helicopter gunship.stallion - Heavy Cargo Transport Helicopter gunship.cougar - Light Cargo Transport Helicopter gunship.enforcer - Tactical UAV gunship.attack_rhib - Light Gun Boat Command Info Player Commands: /gunship - USE: /gunship <vehicle_name> - The base GunShip command. Used for spawning vehicles. /gunship.help - USE: /gunship.help - Displays the help information for all vehicles. (Grey Names: No Permission, Yellow Names: Has Permission) /gunship.util - USE: /gunship.util <kill/recall/find> <vehicle_name> - Kill, recall, or find, the specified vehicle (if it is spawned) Admin Commands: /clearsave - USE: /clearsave - Wipe the save file in its entirety. /gunship.reloadconfig - USE: /gunship.reloadconfig - Reload the configuration values without reloading the plugin. /vehiclereport - USE: /vehiclereport - Get the information of the actively spawned vehicles. /checkstatus - USE: /checkstatus - View a report of the information relating to the vehicle you are looking at. /resetwf_all - USE: /resetwf_all - Reset the wipe fees of all players. /resetwf_player - USE: /resetwf_player <player_name> - Reset the wipe fees of the specified player. Debug Commands: /getlayer - USE: /getlayer - Return the layer information of the entity that you are currently looking at, prints to RCON console. /getparent - USE: /getparent - Return the information about the parent of the entity you are looking at (if any). /getname - USE: /getname - Return the name, item id, and skin id, of the currently held item. Reseller Commands (Requires gunship.reseller): /sellgs - USE: /sellgs <profile_name> <discount_percentage> <is_one_time_sale (true/false)> - Create a vehicle sale offer for the player you are facing /processsale - USE: /processsale <"confirm"/"cancel"> - Confirms or cancels the current sale offer and sends it to the customer Reseller Customer Commands: /buygs - USE: /buygs <"confirm"/"cancel"> - Confirms or cancels the given sale offer after being sent by a reseller Configuration File { "General Config": { "Chat Settings": { "Chat Message Icon": 0, // The default icon of all images sent by the plugin "Chat Message Prefix": "[<color=#d93d3d>GunShip</color>]" // The default chat prefix of all messages sent by the plugin }, "Sign Settings": { "Load Default Image on All Vehicle Signs": false, // Whether or not to load a default image when a vehicle is first spawned in "Sign URL Load (Requires Sign Artist)": "", // The URL of the default image to be loaded on the the sign "Load default image on vanilla vehicles": true }, "Vehicle Purchase Settings": { "Enable Wipe Fee": true, // Whether or not to enable the wipe fee "Enable Respawn Fee": true, // Whether or not to enable the respawn fee "Respawn Fee": 500.0, // The Respawn Fee amount "Recall Fee (To disable set to 0)": 200.0, // The recall fee amount "Payment Settings": { "Use Economics Plugin (Priority, will use this over SR if enabled)": false, "Use Server Rewards Plugin": false, "Use Custom Currency": true, // Whether or not to use a custom currency instead of SR or Economics "Points Name (when using SR or Economics)": "dollars", "Custom Currency Item Shortname (Specify item shortname [e.g scrap, or metal.refined])": "scrap", // Shortname of the custom currency "Custom Currency Skin (0 = Default Skin)": 0, // The Skin Id of the custom currency "Custom Currency Display Name (Leave empty for default item name)": "" // The display name of the custom currency } }, "PvP Settings": { "Enable PvE Mode (Disable all Damage between Players / Owned Entities and GunShip Vehicles)": false, // Enable the PvE Damage profile "Damage Options (Individual Settings)": { "Disable Gunship Damage to Owned Vehicles": false, "Disable Gunship Damage to Players": false, "Enable Friendly Fire": false, // Disable Friendly fire between teammates "Disable Player Damage to Gunships": false, "Disable Player Damage to All OWNED Vehicles (Global)": false, "Disable Global Fireball Damage": false, // Disable Fireball Damage to everything! "Disable Fireball Damage to GunShips": true,// Disable Fireball damage to gunships only (Above value overrides this) "Allow Fireball Damage in Raidable Base Raid Zones": true, "Disable Gunship To Building Damage": false, // Disable GunShip to OWNED player building damage "Disable GunShip Vehicle decay": true, "GunShips Override True PvE Damage Checks": false // Override the behaviour of TruePvE using the above damage settings for outgoing gunship damage "Building Damage Settings": { "Disable GunShip to Building Damage": true, "Allow Owned Building Damage (Players can damage their own buildings)": true, "Allow Friendly Fire Building Damage Between Teammates": true } } }, "Gunship System Targeting Settings": { "Allow GunShip Turrets to Target Sleepers": false, "Allow GunShip Turrets to Target Players": true, "Allow Gunship Sam Sites to target players": true, "Allow Gunship SAM Sites to target Patrol Helicopter": false, "Allow Non-GunShip SAM sites to target gunship vehicles": true, "Allow Gunship Homing Missiles to Lock onto Patrol Helicopter": true, "Allow Gunship Homing Missiles to Lock onto Bradley APC": true, "Enable Homing Lock PvP": true, // Enable the gunship smart missiles to lock onto players (Guardian Smart Missiles) "Enable Homing Lock Friendly Fire (between teammates)": false // Allow homing lock from smart missiles to friendly players (teammates) }, "Spawn Cooldown Time": 120.0, "Use Vehicle Locks Plugin to Manage Vehicle and Storage Access": false, "Drop items and fuel from GunShip vehicle on death": true, "Disable Auto Save Message": true }, "Spawn Point Config": { "Enable Spawn Point Config": false, "Spawn Point Data": { "Spawn Point List": { "default": { "Monument Prefab": "assets/bundled/prefabs/autospawn/monument/large/airfield_1.prefab", "Spawn Point Location (Local)": { "x": -87.03, "y": 0.3, "z": 37.91 }, "Spawn Point Rotation (Local)": { "x": 0.0, "y": 0.0, "z": 0.0 } } } } }, "VIP Permission Config": { "VIP Permission": "vip", "Enable VIP Cooldown Config (if false, uses default)": true, "VIP Perks Config": { "Enable VIP Perks (Set False to Disable All)": true, "VIP Vehicle Respawn Cooldown": 15, "VIP Respawn Fee Amount": 150 } }, "Permission Config": { "Spawn Permission": "spawn", "No Cooldown Permission": "nocooldown", "GunShip Turret Targeting System Immunity": "target_immune", "No Wipe Fee Permission": "nowipefee", "No Respawn Fee Permission": "norespawnfee", "No Recall Fee Permission": "norecallfee", "Administrator Permission (Enables Config from Admin Permission Config Settings)": "admin", "Homing Lock Immunity Permission": "nohominglock", "Admin Settings": { "Admin Default Minimum Permission Level -> Player Connection Level 0, 1, or 2": 2, "Admin Default Permissions (players with auth level >= configured level)": { "Auto Override Storage": true, "Auto Override Mount": true, "Admins Can be targeted by Gunship System": true, "Auto Override Spawn Cooldown": true, "Auto Overrride Wipe Fee": true, "Admin Override Respawn Fee": true, "Enable Wipe Fee Reset Commands (/resetwf_player & /resetwf_all)": true }, "Admin Permission Config (players with the gunship.admin permission)": { "Auto Override Storage": true, // Admins can open any gunship vehicle storage regardless of auth "Auto Override Mount": true, // Admins can mount any vehicle regardless of auth "Admins Can be targeted by Gunship System": true, // Allow admins to be targeted by gunship auto turrets "Auto Override Spawn Cooldown": true, "Auto Overrride Wipe Fee": true, "Admin Override Respawn Fee": true, "Enable Wipe Fee Reset Commands (/resetwf_player & /resetwf_all)": true } } }, "Vehicle Mod Config": { "Vanilla Vehicle Global Settings": { "Drop Dead Vehicle Items": true, "Scraptransport Helicopter Config": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Boxes to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Minicopter Config": { "Add Radio to Minicopter": true, "Add Sign to Minicopter": true, "Add Storage Box to Minicopter": true }, "Sedan Config": { "Add Radio to Sedan": true, "Add Boxes to Sedan": true }, "Attack Helicopter Config": { "Add Radio to Player Attack Helicopter": true, "Add Boxes to Player Attack Helicopter": false } } }, "Vehicle config": { "Vehicle Control Config": { "Disable remote turret control of gunship auto turrets": true }, "Apache Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Apache", "Vehicle Wipe Fee Price": 6500, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "apache", "Infinite Machine Gun Ammo": false, "Mod Configuration": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Minicopter Fighter Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Minicopter Fighter", "Vehicle Wipe Fee Price": 2800, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "fighter", "Mod Configuration": { "Add Radio to Minicopter": true, "Add Sign to Minicopter": true, "Add Heater to Minicopter": true, "Add Back Light to Minicopter": true }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Sedan Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Armed Sedan", "Vehicle Wipe Fee Price": 2000, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "sedan", "Infinite Machine Gun Ammo": false, "Mod Configuration": { "Add Radio to Sedan": true, "Add Boxes to Sedan": true } }, "Technical Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Light Technical", "Vehicle Wipe Fee Price": 1900, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "technical", "Mod Configuration": {}, "Engine Configuration": { "Engine Parts Config": { "Add Engine Parts": false, "Engine Parts Grade (0 = Low Quality, 1 = Medium Quality, 2 = High Quality)": 0, "Lock Engine when using added parts": true }, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Heavy Technical Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Heavy Technical", "Vehicle Wipe Fee Price": 2600, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "heavy_technical", "Mod Configuration": {}, "Engine Configuration": { "Engine Parts Config": { "Add Engine Parts": false, "Engine Parts Grade (0 = Low Quality, 1 = Medium Quality, 2 = High Quality)": 0, "Lock Engine when using added parts": true }, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Cargo Truck Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Cargo Truck", "Vehicle Wipe Fee Price": 2800, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "cargo_truck", "Add Default Image to Signs": true, "Mod Configuration": {}, "Engine Configuration": { "Engine Parts Config": { "Add Engine Parts": false, "Engine Parts Grade (0 = Low Quality, 1 = Medium Quality, 2 = High Quality)": 0, "Lock Engine when using added parts": true }, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Cougar Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Cougar", "Vehicle Wipe Fee Price": 4600, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "cougar", "Mod Configuration": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Stallion Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Stallion", "Vehicle Wipe Fee Price": 5200, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "stallion", "Mod Configuration": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Stinger Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Stinger Attack Minicopter", "Vehicle Wipe Fee Price": 4400, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "stinger", "Infinite Rockets": false, "Mod Configuration": { "Add Radio to Minicopter": true, "Add Sign to Minicopter": true, "Add Heater to Minicopter": true, "Add Back Light to Minicopter": true }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 2.0, "y": 2.0, "z": 2.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Huey Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Huey Attack Helicopter", "Vehicle Wipe Fee Price": 7600, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "huey", "Infinite Rockets": false, "Infinite Machine Gun Ammo": false, "Mod Configuration": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } }, "Disable MiniGun Scaling (Enable No Sphere Setting in EntityScaleManager if visual issues)": false }, "Cobra Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Cobra AA Helicopter", "Vehicle Wipe Fee Price": 4600, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "cobra", "Mod Configuration": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Viper Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Viper Attack Minicopter", "Vehicle Wipe Fee Price": 4100, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "viper", "Infinite Machine Gun Ammo": false, "Mod Configuration": { "Add Radio to Minicopter": true, "Add Sign to Minicopter": true, "Add Heater to Minicopter": true, "Add Back Light to Minicopter": true }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Enforcer Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Enforcer Attack Drone", "Vehicle Wipe Fee Price": 6100, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "enforcer" }, "Guardian Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Guardian AA Helicopter", "Vehicle Wipe Fee Price": 6100, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "guardian", "Mod Configuration": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } }, "Attack RHIB Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Attack RHIB", "Vehicle Wipe Fee Price": 3100, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "attack_rhib" }, "Reaper Config": { "General Vehicle Settings": { "Vehicle Enabled": true, "Use Permission": true, "Vehicle Drops fuel": true }, "Vehicle Display Name": "Reaper Attack Helicopter", "Vehicle Wipe Fee Price": 6500, "Vehicle Wipe Fee Price (VIP)": 0, "Vehicle Spawn Permission": "reaper", "Mod Configuration": { "Add Radio to Scrap Transport Helicopter": true, "Add Sign to Scrap Transport Helicopter": true, "Add Heater to Scrap Transport Helicopter": true, "Number of Boxes to Add (1-6)": 2 }, "Engine Configuration": { "Thurst Multiplier (1 = Vanilla Default)": 1.0, "Lift Fraction Multiplier (0 = Vanilla Default)": 1.0, "Control Torque Multipler": { "x": 1.0, "y": 1.0, "z": 1.0 }, "Fuel Consumption (100 = Vanilla Default)": 1.0, "Fuel Config": { "Add Fuel to Vehicle": false, "Only add fuel on initial spawn": true, "Fuel Amount": 150, "Fuel Skin ID (0 = Default)": 0, "Fuel Custom Name (Leave blank for default)": "" } } } }, "Item Spawn Settings": { // For non-reseller spawn items, only for use with small wooden box spawn item "Enable Item Spawning": true, // Whether or not Item Spawning is Enabled "Require Vehicle Permission to Place Vehicle Item": false, // Require the player to have the associated permission for the vehicle to be able to spawn it with a item "Grant Vehicle Permission on Item Use (Recommended for Shop use)": true, // Grant the vehicle permission when the spawn item is deployed "Grant Vehicle Wipe fee On Use (Recommended for Shop use)": true, // Grant the vehicle wipe fee when the spawn item is deployed "Only Allow Wipe Fee to be Paid via a Reseller": false // Only allow wipe fee payments through a spawn item / reseller transaction }, "Reseller Config": { "Enable GunShip Vehicle Reselling": false, // Enable the Roleplay reselling framework "Sale Confirmation TTL (seconds)": 300, // The amount of time a transaction can take before it expires "Allow sale of a vehicle that a player already has": false, // Allow full vehicle sales even when a player already has the vehicle perm "Reseller Permission": "reseller", // The reseller pemission suffix -> gunship.reseller_permission_name "Reseller Price Editor Options": { "Allow Resellers to Modify Price": true, // Allow resellers to set a discount percentage "Enable Reseller Commission": true, // Allow resellers to be paid comission for the discount remainder percentage of the sale "Price Disount Percentage": 20.0, // The % amount the reseller can play around with in a sale "Sale Pricing Options": { "One Time Sale Price Options": { "Total Price Discount Percentage (0-99)": 40.0 // The initial % discount of a vehicle's wipe fee in a one-time-purchase sale }, "Full Sale Price Options (Grants Vehicle Permission)": { "Total Price Discount Percentage (0-99)": 0.0, // The initial % discount of a vehicle's wipe fee in a full vehicle sale "Enable item give on full sale": false } } } }, "Experimental Settings": { "Enable NoDismount on Vehicle Load Data": false, // Disable players getting dismounted from vehicles when the plugin reloads (not recommended) "Enable No Drone Sway for All modified drones": false // Enable No Sway Script for all drones w/ attatched entities (enabled for enforcer) }, "Debug Settings": { "Log Death": false, // Log Death Info "Log Vehicle Kill": false, // Log Vehicle Death Info "Log Vehicle Respawn Script": false, // Log Raw Respawn Script Output "Log Raw Save Data (Not Recommended to Turn on)": false, // Log Raw Save Messages "Log Pre-load info": false, "Enable Damage Logs": false, // Log Damage Output "Enable Gunship Item Logging": false, // Log Internal Item Logging "Enable Reseller Logging": false, // Log Internal Reseller Logging "Enable Engine Modifier Logging": false // Log info / changes related to the adjustment of vehicle's engines on spawn } } Monument Spawn Nodes (API / Command Implementation) The monument spawn node feature allows you to set up preset spots where you can spawn vehicles via a command (intended for use with a third-party plugin). Node Setup Enable the spawn node config by setting "Enable Spawn Point Config" to true Goto a spot within a monument where you want to have the vehicles spawn. Execute the /getspawnpoint command in chat, this will give you the closest monument’s prefab path as well as the relative position within the monument for use within the config file. The data from this command will also be printed to RCON as well. Either copy or directly edit the entire entry of the “default” preset in the “Spawn Point List” within the GunShip.json config file and change the name from “default” to whatever name you want to use to reference this spawn point later on. Change “Monument Prefab” to the prefab given by the command you ran in step 2 Change x, y, z entries within the “Spawn Point Location (Local)” entry to that of the coordinates that were given from the command in step 2 Confirm your changes and save the changes to your config file. Vehicle Spawning / Node Usage To actually spawn a vehicle at a created node run the following command via RCON or a hook (within a plugin, the arguments and usage will be the same) Command: SpawnVehicle_AtNode <node_name> <vehicle_name> <player_steam_id> Arguments: Node Name: The name of the node, (e.g “default”) Vehicle Name: The name of the vehicle (e.g “huey”) Player Steam Id: The steam id of the player you are spawning the vehicle for Example: > spawnvehicle_atnode “default” “huey” “81658972110849190” Use with a NPC Vendor By default the command will work similar to the /gunship or /gs command in that it will try to check if a player has paid the wipe fee (if enabled) for the specified vehicle, if not, charge them, and if they don’t have enough funds it will not spawn the vehicle. Additionally if the spawn node is blocked by another vehicle the new vehicle will not be spawned. As such it is recommended to not charge the user on a sale through a third party plugin such as through an npc vendor. However if this is not possible please refer to the below message. When using a third party plugin’s vendor it is recommended to do the following if you do not want the gunship plugin to check for a player’s purchase or for any vehicle obstructions to avoid the vehicle spawn being canceled. Change "Disable Vehicle Payment Processing" to true Change "Check For Spawn Node Obstructions" to false !! IMPORTANT !! The API does not assign the vehicle’s permission, and if "Disable Vehicle Payment Processing" is set to true the player will not have their wipe fee processed. If you want to have the player get the permission for the vehicle as well as have their wipe fee paid without having the gunship plugin charge them and potentially cancel the command if they do not have funds please add the following commands to the list of commands to be ran. > addplayervehicle <player_steam_id> <vehicle_name> > o.grant user <player_steam_id> gunship.<vehicle_permission> API bool CheckIfGunShip_API(NetworkableId entId) // Returns if whether or not the specified Net ID is a GunShip Vehicle bool GiveGunShipItem(BasePlayer player, string profilename) // Give the specified player a gunship spawn item bool SpawnGunShip(string profileName, ulong playerId, Vector3 position, Quaternion rotation, bool checkFunds, bool takeFunds, bool overridePermission, bool limitCheck) // Spawn a GunShip vehicle bool AddPlayerVehicle(string player, string profileName) // Add the specified vehicle to the list of purchased vehicles for that player bool RemovePlayerVehicle(string player, string profileName) // Remove the specified vehicle from the list of purchased vehicles for that player bool SpawnVehicle(string nodeName, string profileName, string playerID) // Spawn a vehicle at the specified node$32.99 -
Version 1.7.5
11,443 downloads
New Year Update The New Year is coming and I have prepared for you a new preset customization for the train!After installing the update, customization will be automatically applied to all cars in the configuration of the armored train. To disable this, make the "Customization preset" parameter empty in the config. You can also disable the customization of certain wagons or change the customization of the NPCs in the file oxide/data/ArmoredTrain/NewYear New Year's map from the video: Halloween Update Have you already prepared your server for Halloween? On the eve of the Halloween Rust update, I have prepared for customization of all armored train cars. After installing the update, customization will be automatically applied to all cars in the configuration of the armored train. To disable this, make the "Customization preset" parameter empty in the config. This plugin will add an armored train to your server, which can travel both in the subway and by rail. It can consist of any number of wagons. A helicopter can accompany it. Bradley, npc, turrets, simsites can be installed on the train. The plugin allows you to create any number of train presets, for which the order of wagons, the helicopter preset, the probability of spawn and the duration of patrolling can be specified. Each wagon or locomotive can be configured separately. Any speed can be set by the locomotive.If there is no spawn of trains on the surface on your custom map, read the section “Custom spawn points” Custom spawn points If you are using a custom map in which there are no spawn trains on the surface, but there is a railway, then for the train to work on the surface, you need to add custom spawn points of the train. Instruction: Stand at the point where you want the train to spawn Enter the command /atrainpoint If you receive a message that a point has been created, enable “Use custom spawn coordinates [true/false]” in config For correct operation, it is recommended to create several spawn points of the train Chat commands (only for administrators) /atrainstart– launches the event in a random configuration /atrainstartunderground - forcibly launches an event underground /atrainstartaboveground - forcibly launches an event aboveground /atrainstart <trainPresetName> – launches the event in the <trainPresetName> configuration /atrainstartunderground <trainPresetName> /atrainstartaboveground <trainPresetName> /atrainstop– stops the event /atrainpoint– creates a custom spawn point of the train in your position Console commands (RCON only) atrainstart– launches the event in a random configuration atrainstartunderground - forcibly launches an event underground atrainstartaboveground - forcibly launches an event aboveground atrainstart <trainPresetName> – launches the event in the <trainPresetName> configuration atrainstartunderground <trainPresetName> atrainstartaboveground <trainPresetName> atrainstop – stops the event Config en – example of plugin configuration in English ru – example of plugin configuration in Russian Dependencies (optional, not required) True PVE PveMode GUI Announcements Notify DiscordMessages AlphaLoot CustomLoot Economics Server Rewards IQEconomic Api bool IsArmoredTrainActive() bool StopArmoredTrain() bool StartArmoredTrainEvent() bool EndArmoredTrainEvent() bool IsTrainBradley(uint netID) bool IsTrainHeli(uint netID) bool IsTrainCrate(uint netID) bool IsTrainSamSite(uint netID) bool IsTrainWagon(uint netID) bool IsTrainTurret(uint netID) Vector3 ArmoredTrainLocomotivePosition() Hooks OnArmoredTrainEventStart OnArmoredTrainEventStop Contact me in Discord: Adem#955$29.99 -
Version 2.0.0
6 downloads
Adds re-spawnable vehicles with command. About Vehicle Spawnper Plus With this plugin, you can: • Define spawn points for different vehicles anywhere in your server's world. • Set custom intervals for spawning vehicles, allowing you to control the frequency of vehicle respawns. • Specify random interval for spawning vehicles, adding an element of unpredictability to your server's spawnpoints. Whether you're looking to establish vehicle spawn zones, simulate dynamic vehicle distribution, or simply enhance the gameplay experience on your Rust server, this plugin gives you the flexibility and control to do so with ease. Commands (ONLY ADMIN); • /addvehiclespawn <name> <x> <y> <z> <vehicleName> <interval> ► You can create a spawn point with static time and vehicle. • /addvehiclespawnr <name> <x> <y> <z> <vehicleName> <intervalMin> <intervalMax> ► You can create a spawn point with random interval. • /deletevehiclespawn <name> ► You can delete spawn points with this command. • /showvehiclespawns ► Prints out spawn points in f1 console. ➡ "<name>" This defines your spawn points name which you can use in /deletevehiclespawn. ➡ "<x> <y> <z>" This is positions for vehicles to be spawned you can use console command "client.printpos" to see where you're standing at. ➡ "<vehicleName>" You need to use the short name for the item you want to be spawned, available vehicles are "minicopter", "scrapheli", "tugboat", "rowboat", "rhib", "motorbikesolo", "motorbikeduo", "bikesolo", "bikeduo", "subsolo" and "subduo". ➡ "<interval>" This defines the respawn time in seconds. ➡ "<intervalMin>", "<intervalMax>" you can adjust those values for how much time later the item will be respawned for random time. Ex; 1 10, Item will respawn every 1 to 10 seconds. Here is the default config file; { "Spawn1": { "Interval": 300.0, "IsRandomInterval": false, "RandomIntervalMax": 180.0, "RandomIntervalMin": 600.0, "SpawnPosition": { "x": 100.0, "y": 10.0, "z": 50.0 }, "VehicleName": "minicopter" }, "Spawn2": { "Interval": 300.0, "IsRandomInterval": true, "RandomIntervalMax": 600.0, "RandomIntervalMin": 180.0, "SpawnPosition": { "x": 100.0, "y": 10.0, "z": 50.0 }, "VehicleName": "scrapheli" } }$7.49-
- #vehicle
- #submarine
- (and 13 more)
-
Version 1.1.7
70 downloads
Adds to your server the ability to rent a car and ride it all over the map. You can also install bots in which you can rent a car. Commands share.ferrari [targetId] (give a Ferrari) share.mazda [targetId] (give a Mazda) share.skoda [targetId] (give a Skoda) share.opel [targetId] (give an Opel) Permissions You can set permission in config, for example: "Permission (example: carsharing.use)": "carsharing.use", Config { "Commands": [ "rent", "carsharing" ], "Permission (example: carsharing.use)": "", "Work with Notify?": true, "Economy": { "Type (Plugin/Item)": "Plugin", "Plugin name": "Economics", "Balance add hook": "Deposit", "Balance remove hook": "Withdraw", "Balance show hook": "Balance", "ShortName": "scrap", "Display Name (empty - default)": "", "Skin": 0 }, "Vehicle call item settings": { "Display Name": "RUSTSharing {carname}", "ShortName": "box.wooden.large", "Skin": 2591806406 }, "Cars": [ { "Permission (example: carsharing.vip)": "", "Command to give": "share.ferrari", "Image": "https://i.imgur.com/0GvWGOv.png", "Name": "Ferrari", "Cost per minute": 25.0, "Car class": "Luxe", "Average Speed": "100", "Modular Car Settings": { "CodeLock": true, "KeyLock": false, "Engine Parts Tier": 2, "Fresh Water Amount": 0, "Fuel Amount": 140, "Modules": [ "vehicle.1mod.engine", "vehicle.1mod.cockpit.armored", "vehicle.1mod.cockpit.armored" ] } }, { "Permission (example: carsharing.vip)": "", "Command to give": "share.mazda", "Image": "https://i.imgur.com/fAuuZIS.png", "Name": "Mazda", "Cost per minute": 10.0, "Car class": "Comfort", "Average Speed": "100", "Modular Car Settings": { "CodeLock": true, "KeyLock": false, "Engine Parts Tier": 2, "Fresh Water Amount": 0, "Fuel Amount": 140, "Modules": [ "vehicle.1mod.engine", "vehicle.1mod.cockpit.armored", "vehicle.1mod.cockpit.armored" ] } }, { "Permission (example: carsharing.vip)": "", "Command to give": "share.skoda", "Image": "https://i.imgur.com/u07yAdY.png", "Name": "Skoda", "Cost per minute": 10.0, "Car class": "Comfort", "Average Speed": "100", "Modular Car Settings": { "CodeLock": true, "KeyLock": false, "Engine Parts Tier": 2, "Fresh Water Amount": 0, "Fuel Amount": 140, "Modules": [ "vehicle.1mod.engine", "vehicle.1mod.cockpit.armored", "vehicle.1mod.cockpit.armored" ] } }, { "Permission (example: carsharing.vip)": "", "Command to give": "share.opel", "Image": "https://i.imgur.com/fEzJjIm.png", "Name": "Opel", "Cost per minute": 10.0, "Car class": "Comfort", "Average Speed": "100", "Modular Car Settings": { "CodeLock": true, "KeyLock": false, "Engine Parts Tier": 2, "Fresh Water Amount": 0, "Fuel Amount": 140, "Modules": [ "vehicle.1mod.engine", "vehicle.1mod.cockpit.armored", "vehicle.1mod.cockpit.armored" ] } } ], "Bots": { "8833355776": { "Car Classes (* - all)": [ "Comfort" ] }, "1317845641": { "Car Classes (* - all)": [ "Luxe", "Comfort" ] } } } VIDEO$19.95 -
Version 2.1.0
689 downloads
VehicleBuy - The Ultimate Vehicle Plugin for Rust Immerse yourself in the world of Rust with the VehicleBuy plugin! This powerful tool allows authorized players to easily access the /vehiclebuy command, which opens an intuitive interface for purchasing a variety of vehicles. With multiple payment options, including Items, Economics, and Server Rewards, you can enjoy a smooth gaming experience. Additionally, the Buy Cooldown feature helps maintain balance in the game. Upon purchasing a vehicle, players receive a unique gift: a skinned crate for land vehicles or a lifebuoy for water vehicles, which can be conveniently stored in their inventory. Features of VehicleBuy User-Friendly Interface: Access vehicle purchases through an easy-to-navigate GUI. Flexible Payment Methods: Choose from various payment options to suit your preferences. Customizable Settings: Administrators can adjust prices and fees as needed. Convenient Vehicle Recall: Use the /callback command to quickly retrieve your vehicle. Easy Re-packaging: Re-package vehicles using the /pickup command or by hitting them with a hammer. Commands /vehiclebuy: Open the vehicle purchase interface (for players) /callback "VehicleName": Retrieve your purchased vehicle /pickup: Re-package your vehicle or hit it three times with a hammer Admin Command: (VehicleName.add SteamID): Spawn vehicles directly into players' inventories vehiclebuy.template [fullscreen/inmenu]: Customize your UI templates with options for fullscreen or in-menu displays (only server console) Video Overview old overview: Test Server Join our test server to experience all our unique features firsthand! Copy the IP address below to start playing! connect 194.147.90.147:28015 FAQ Q: Where can I see an example of a config? A: Config$15.95- 42 comments
- 4 reviews
-
- 4
-
- #vehicle
- #buy
-
(and 25 more)
Tagged with:
- #vehicle
- #buy
- #gui
- #shop
- #vehiclebuy
- #vehicleshop
- #m&b-studios
- #vehiclebuy rust plugin
- #mevent team
- #rust vehicle purchase plugin
- #buy vehicles in rust
- #rust game vehicle management
- #vehicle buying system rust
- #rust vehicle gui
- #purchase vehicles rust plugin
- #rust admin vehicle commands
- #vehicle recall command rust
- #customizable vehicle prices rust
- #vehicle spawning plugin rust
- #rust game server plugins
- #user-friendly vehicle interface rust
- #vehicle rust
- #vehicles
- #cars
- #minicopter
- #motorbike
- #bike
-
Version 1.4.8
1,118 downloads
This plugin adds jet skis with customizable physics! Chat Commands /jetski - Spawns jet ski near player (requires jetski.spawn permission) /jetski remove - despawns player's jet ski (requires jetski.despawn permission) /buyjetski - allows player to buy jet ski item and deploy it later (requires jetski.buy permission) Console Commands givejetski <amount> <player name> - give specified amount of jet skis to specified player (can be run in the server console or by player with jetski.admin permission) Admin Chat Commands (requires jetski.admin permission) /jetski_debug - show buoyancy points Each buoyancy point has force and size parameters Permissions jetski.admin - admin permission jetski.spawn - allows players to spawn a jetski via /jetski jetski.buy - allows players to buy jet ski deployable via /buyjetski jetski.free - allows players to use /jetski for free (if price is not 0) jetski.despawn - allows players to despawn a jet ski via /jetski remove Localization English Russian Configuration Example of JetSki.json { "(1.1) Jet ski price (set value to 0 to make it free, use ServerRewards or Economics as a shortname to use RP points or Economics balance respectively)": { "ShortName": "scrap", "Amount": 75, "SkinID": 0 }, "(1.2) Spawn cooldown (in seconds)": 120, "(1.3) Allow only 1 jet ski per player": false, "(1.4) Allow spawning jet skis only on beaches": false, "(1.5) Amount of jet skis /buyjetski command gives": 1, "(1.6) Starting fuel": 0, "(2.1) Allow picking up the jet ski only in building privilege": false, "(2.2) How much HP is reduced when the jet ski is picked up (0-100)": 25.0, "(2.3) Jet ski item name": "Jet Ski", "(2.4) Jet ski item skin ID": 2935987835, "(2.5) Jet ski item ID": 794443127, "(3.1)Make all snowmobiles jet ski": true, "(3.2) Allow Jet ski to drive on land": true, "(4.1) Enable 'boost' button (Left Shift)": false, "(4.2) 'Boost' button thrust": 10000.0, "(4.3) 'Boost' duration (seconds)": 5.0, "(4.4) 'Boost' cooldown (seconds)": 30.0, "(5.1) Engine thrust": 5000, "(5.2) Engine thrust on land": 49, "(5.3) Move slowly on grass or roads": true, "(5.4) Steering scale": 0.05, "(5.5) Automatically flip jet skis": false, "(5.6) Off axis drag": 0.35, "(5.7) Buoyancy force": 730.0, "(6.1) Jet ski prefab": "assets/content/vehicles/snowmobiles/tomahasnowmobile.prefab", "(6.2) Thrust point position": { "x": -0.001150894, "y": 0.055, "z": -1.125 }, "(6.3) Buoyancy points": [ { "Position": { "x": -0.62, "y": 0.09, "z": -1.284 }, "Size": 1.3 }, ... } ] } API BaseEntity SpawnJetski(Vector3 position, Quaternion rotation) Item CreateJetskiItem()$16.99 -
Version 1.4.2
3,101 downloads
The plugin allows players to visit a cold atmospheric Space void of gravity and oxygen, and visit an International Space Station! A Space Station appears high in the sky, and is surrounded by Meteorites, Spaceships, and Balloons. There is no gravity in Space, the temperature is very low and there is no oxygen. You can get to Space by a Spaceship or by a Balloon which also spawn near roads or in loot tables. The Space Station is guarded by customizable NPCs and a Space Bradley. Outer Space Meteorites, Crates, NPCs, Balloons and Spaceships will spawn in Outer Space near the Space Station, the number of each can be configured and customized. In order to survive in Outer Space, the player will need a Spacesuit. A Spacesuit can be customized to be any piece of clothing. In the config you can customize items that will perform the functions of the Spacesuit in whole or in part. To make space dark for players at any time of the day, use the NightVision plugin Space Station The Space Station consists of several compartments that are separated from each other by doors. Optionally, the doors can be locked and they will need to be raided. Inside the station there are crates with loot, NPCs, turrets, and fire turrets. At the end of the corridor there are two doors that open with blue cards and one door that opens with red. The spawn of the space station can be disabled. All objects on the space station are configured in the Data file of this station Spaceship The plugin includes spaceships that can spawn near roads, in Space, or can be added to loot tables. The ship has separate settings for flying in the normal atmosphere and in zero gravity in Space. It can shoot torpedoes, which will help the player in capturing the space station. There are two seats in each spaceship. Shuttle Control Guide: Balloon A balloon is an ordinary balloon with which you can ride into outer space. The balloon can spawn near roads, in Space, or can be added to loot tables. Also, this function can be applied to all balloons on the server. If the balloon is in zero gravity, it can be used as an escape capsule! If necessary, the player can enter, press a button, and be taken out of Space into the normal atmosphere. Dependencies Required NpcSpawn Chat commands (only for administrators) /spacestart – launches the event in a random configuration /spacestart <eventPresetName> – launches the event in the <eventPresetName> configuration /spacestop – stops the event /spawnshuttle – spawn the shuttle in your position /spawnaerostat – spawn the aerostat in your position /spacepoint – creates a custom spawn point of the event in your position (after that, you need to enable custom spawn points in the config) Console commands (RCON only) spacestart – launches the event in a random configuration spacestart <eventPresetName> – launches the event in the <eventPresetName> configuration spacestop – stops the event givepurplecard <userId> <amount> – gives a space card to a player giveshuttle <userId> <amount> – gives a shuttle to a player giveaerostat <userId> <amount> – gives a shuttle to a player givespacesuit <space_suit_preset> <userId> <amount> – gives <space_suit_preset> to a player Config plugin_en – example of plugin configuration in English station_en – example of station configuration in English plugin_ru – example of plugin configuration in Russian station_ru – example of station configuration in Russian Dependencies (optional, not required) True PVE PveMode GUI Announcements Notify DiscordMessages AlphaLoot CustomLoot Economics Server Rewards IQEconomic Hooks void OnSpaceEventStop() void OnSpaceEventStart() API bool IsPositionInSpace(Vector3 position) float GetMinSpaceAltitude() bool IsEventActive() My Discord: adem9554 Join the Mad Mappers Discord here! Check out more of my work here!$49.99 -
Version 0.1.8
401 downloads
Spawn any type of vehicle prefab with custom commands, permissions, cooldown, starting fuel, fuel consumption, extra seats and extra mounts. The default config contains every vehicle that currently exists in Rust. Using the default config as an example; - The chat command to spawn a Minicopter would be the SpawnCommandPrefix followed by the key in the config corresponding to the Minicopter: /mymini - The chat command to fetch the Minicopter would be the FetchCommandPrefix followed by the corresponding key: /gmini - The chat command to despawn the Minicopter would be the DespawnCommandPrefix followed by the corresponding key: /nomini Config "SpawnCommandPrefix" Prefix for the spawn chat command. "FetchCommandPrefix" Prefix for the fetch chat command. "DespawnCommandPrefix" Prefix for the despawn chat command. "AllowMultipleIdentical" Allows players to have multiple vehicles of the same type. "FetchOldVehicleInsteadOfSpawningIdentical" Fetches the old vehicle if the player attempts to spawn an identical vehicle. "AllowFetchingWhenOccupied" Allows players to fetch their vehicles when there are players mounted on it. "DismountOccupantsWhenFetching" Dismounts every occupant when the player fetches their vehicle. "AllowDespawningWhenOccupied" Allows players to despawn their vehicles when there are players mounted on it. "RefundFuelOnDespawn" Refunds any fuel left inside the fuel tank when the player despawns their vehicles using the chat command. "NotifyWhenVehicleDestroyed" Sends a chat message to the player when their vehicles are destroyed. "DestroyVehiclesOnDisconnect" Destroys every vehicle when their owner disconnects. "PreventVehiclesDecay" Prevents player spawned vehicles from taking decay damage. "ClearCooldownsOnMapWipe" Automatically clear the cooldowns from the data file when map wipes. "BlockWhenMountedOrParented" Prevents players from spawning or fetching vehicles when they are mounted or parented. "BlockWhenBuildingBlocked" Prevents players from spawning or fetching vehicles when they are building blocked. "BlockInSafeZone" Prevents players from spawning or fetching vehicles when they are in a safe zone. "BlockWhenCombatBlocked" Prevents players from spawning or fetching vehicles when they are combat blocked. (Requires NoEscape) "BlockWhenRaidBlocked" Prevents players from spawning or fetching vehicles when they are raid blocked. (Requires NoEscape) "RemoveChinookMapMarker" Removes the map marker from Chinooks. Vehicle settings: "Name" Name of the vehicle that will be shown in chat messages. "Prefab" Path of the prefab to spawn. "SpawnCooldown" A dictionary of permissions and their associated spawn cooldown. Permissions from the bottom have priority when player has multiple permission. The player must have at least one of these permissions to be able to spawn the vehicle. A permission without name means no permission needed, or the whole dictionary can be set to null. "FetchCooldown" A dictionary of permissions and their associated fetch cooldown. Permissions from the bottom have priority when player has multiple permission. The player must have at least one of these permissions to be able to fetch the vehicle. A permission without name means no permission needed, or the whole dictionary can be set to null. "MaxSpawnDistance" A dictionary of permissions and their associated max spawn distance. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, if the the whole dictionary is 'null' a maximum of 100.0 is used. "FetchDistanceLimit" A dictionary of permissions and their associated fetch distance limit. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, if the whole dictionary is 'null' there will be no fetch distance limits. "DespawnDistanceLimit" A dictionary of permissions and their associated despawn distance limit. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, if the whole dictionary is 'null' there will be no despawn distance limits. "StartingFuel" A dictionary of permissions and their associated starting fuel. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, the whole dictionary can be 'null'. "LockFuelContainer" A dictionary of permissions and their associated lock fuel container option. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, the whole dictionary can be 'null'. "FuelPerSecond" A dictionary of permissions and their associated fuel per second option. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, the whole dictionary can be 'null'. This options applies to Minicopters, Scrap Helicopters, Row Boats, RHIBs, Tug Boats and Hot Air Balloons. "IdleFuelPerSecond" A dictionary of permissions and their associated idle fuel per second option. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, the whole dictionary can be 'null'. This options applies to Submarines, Snowmobiles, Modular Cars, Magnet Cranes and Trains. "MaxFuelPerSecond" A dictionary of permissions and their associated max fuel per second option. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, the whole dictionary can be 'null'. This options applies to Submarines, Snowmobiles, Modular Cars, Magnet Cranes and Trains. "ExtraMounts" A dictionary of permissions and their associated list of extra mounts. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, the whole dictionary can be 'null'. Position and rotation are relative to the vehicle (position X, position Y, position Z, rotation X, rotation Y, rotation Z). "ExtraSeats" A dictionary of permissions and their associated list of extra seats. Permissions from the bottom have priority when player has multiple permission. A permission without name means no permission needed, the whole dictionary can be 'null'. Position and rotation are relative to the vehicle (position X, position Y, position Z, rotation X, rotation Y, rotation Z). "YRotationSpawnOffset" Vehicle spawn rotation, relative to the looking direction of the player. (-90 is 90º left, 90 is 90º right) "CanOnlySpawnOnWater" Blocks vehicle from being spawned or fetched on land. "CanNotSpawnOnWater" Blocks vehicle from being spawned or fetched on water. { "SpawnCommandPrefix": "my", "FetchCommandPrefix": "g", "DespawnCommandPrefix": "no", "AllowMultipleIdentical": false, "FetchOldVehicleInsteadOfSpawningIdentical": true, "AllowFetchingWhenOccupied": false, "DismountOccupantsWhenFetching": true, "AllowDespawningWhenOccupied": false, "RefundFuelOnDespawn": false, "NotifyWhenVehicleDestroyed": false, "DestroyVehiclesOnDisconnect": false, "PreventVehiclesDecay": false, "ClearCooldownsOnMapWipe": true, "BlockWhenMountedOrParented": true, "BlockWhenBuildingBlocked": true, "BlockInSafeZone": true, "BlockWhenCombatBlocked": true, "BlockWhenRaidBlocked": true, "RemoveChinookMapMarker": true, "Vehicles": { "ball": { "Name": "Soccer Ball", "Prefab": "assets/content/vehicles/ball/ball.entity.prefab", "SpawnCooldown": { "": 86400.0, "vehicles.ball": 3600.0, "vehicles.ball.VIP": 300.0 }, "FetchCooldown": { "": 1800.0, "vehicles.ball": 60.0, "vehicles.ball.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.ball": 20.0, "vehicles.ball.VIP": 50.0 }, "FetchDistanceLimit": { "": 0.0 }, "DespawnDistanceLimit": { "": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": 0.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "attack": { "Name": "Attack Helicopter", "Prefab": "assets/content/vehicles/attackhelicopter/attackhelicopter.entity.prefab", "SpawnCooldown": { "vehicles.attack": 3600.0, "vehicles.attack.VIP": 300.0 }, "FetchCooldown": { "vehicles.attack": 60.0, "vehicles.attack.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.attack": 5.0, "vehicles.attack.VIP": 15.0 }, "FetchDistanceLimit": { "vehicles.attack": 50.0, "vehicles.attack.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.attack": 50.0, "vehicles.attack.VIP": 0.0 }, "StartingFuel": { "vehicles.attack": 0, "vehicles.attack.VIP": 1 }, "LockFuelContainer": { "vehicles.attack": false, "vehicles.attack.VIP": true }, "FuelPerSecond": { "vehicles.attack": 0.5, "vehicles.attack.VIP": 0.0 }, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "mini": { "Name": "Minicopter", "Prefab": "assets/content/vehicles/minicopter/minicopter.entity.prefab", "SpawnCooldown": { "vehicles.minicopter": 3600.0, "vehicles.minicopter.VIP": 300.0 }, "FetchCooldown": { "vehicles.minicopter": 60.0, "vehicles.minicopter.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.minicopter": 5.0, "vehicles.minicopter.VIP": 15.0 }, "FetchDistanceLimit": { "vehicles.minicopter": 50.0, "vehicles.minicopter.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.minicopter": 50.0, "vehicles.minicopter.VIP": 0.0 }, "StartingFuel": { "vehicles.minicopter": 0, "vehicles.minicopter.VIP": 1 }, "LockFuelContainer": { "vehicles.minicopter": false, "vehicles.minicopter.VIP": true }, "FuelPerSecond": { "vehicles.minicopter": 0.5, "vehicles.minicopter.VIP": 0.0 }, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": { "vehicles.minicopter1": [ { "pX": 0.0, "pY": 0.35, "pZ": -1.45, "rX": 0.0, "rY": 180.0, "rZ": 0.0 } ], "vehicles.minicopter2": [ { "pX": 0.6, "pY": 0.2, "pZ": -0.2, "rX": 0.0, "rY": 0.0, "rZ": 0.0 }, { "pX": -0.6, "pY": 0.2, "pZ": -0.2, "rX": 0.0, "rY": 0.0, "rZ": 0.0 } ], "vehicles.minicopter3": [ { "pX": 0.0, "pY": 0.35, "pZ": -1.45, "rX": 0.0, "rY": 180.0, "rZ": 0.0 }, { "pX": 0.6, "pY": 0.2, "pZ": -0.2, "rX": 0.0, "rY": 0.0, "rZ": 0.0 }, { "pX": -0.6, "pY": 0.2, "pZ": -0.2, "rX": 0.0, "rY": 0.0, "rZ": 0.0 } ] }, "ExtraSeats": { "vehicles.minicopter1": [ { "pX": 0.0, "pY": 0.4, "pZ": -1.1, "rX": 0.0, "rY": 180.0, "rZ": 0.0 } ], "vehicles.minicopter2": [ { "pX": 0.6, "pY": 0.2, "pZ": -0.5, "rX": 0.0, "rY": 0.0, "rZ": 0.0 }, { "pX": -0.6, "pY": 0.2, "pZ": -0.5, "rX": 0.0, "rY": 0.0, "rZ": 0.0 } ], "vehicles.minicopter3": [ { "pX": 0.0, "pY": 0.4, "pZ": -1.1, "rX": 0.0, "rY": 180.0, "rZ": 0.0 }, { "pX": 0.6, "pY": 0.2, "pZ": -0.5, "rX": 0.0, "rY": 0.0, "rZ": 0.0 }, { "pX": -0.6, "pY": 0.2, "pZ": -0.5, "rX": 0.0, "rY": 0.0, "rZ": 0.0 } ] }, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "heli": { "Name": "Scrap Transport Helicopter", "Prefab": "assets/content/vehicles/scrap heli carrier/scraptransporthelicopter.prefab", "SpawnCooldown": { "vehicles.scraphelicopter": 3600.0, "vehicles.scraphelicopter.VIP": 300.0 }, "FetchCooldown": { "vehicles.scraphelicopter": 60.0, "vehicles.scraphelicopter.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.scraphelicopter": 5.0, "vehicles.scraphelicopter.VIP": 15.0 }, "FetchDistanceLimit": { "vehicles.scraphelicopter": 50.0, "vehicles.scraphelicopter.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.scraphelicopter": 50.0, "vehicles.scraphelicopter.VIP": 0.0 }, "StartingFuel": { "vehicles.scraphelicopter": 0, "vehicles.scraphelicopter.VIP": 1 }, "LockFuelContainer": { "vehicles.scraphelicopter": false, "vehicles.scraphelicopter.VIP": true }, "FuelPerSecond": { "vehicles.scraphelicopter": 0.5, "vehicles.scraphelicopter.VIP": 0.0 }, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": { "vehicles.scraphelicopter2": [ { "pX": -1.235, "pY": 1.0, "pZ": -2.75, "rX": 0.0, "rY": 180.0, "rZ": 0.0 }, { "pX": 1.2, "pY": 1.0, "pZ": -2.75, "rX": 0.0, "rY": 180.0, "rZ": 0.0 } ] }, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "boat": { "Name": "Row Boat", "Prefab": "assets/content/vehicles/boats/rowboat/rowboat.prefab", "SpawnCooldown": { "vehicles.rowboat": 3600.0, "vehicles.rowboat.VIP": 300.0 }, "FetchCooldown": { "vehicles.rowboat": 60.0, "vehicles.rowboat.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.rowboat": 3.0, "vehicles.rowboat.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.rowboat": 50.0, "vehicles.rowboat.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.rowboat": 50.0, "vehicles.rowboat.VIP": 0.0 }, "StartingFuel": { "vehicles.rowboat": 0, "vehicles.rowboat.VIP": 1 }, "LockFuelContainer": { "vehicles.rowboat": false, "vehicles.rowboat.VIP": true }, "FuelPerSecond": { "vehicles.rowboat": 0.1, "vehicles.rowboat.VIP": 0.0 }, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": true, "CanNotSpawnOnWater": false }, "rhib": { "Name": "RHIB", "Prefab": "assets/content/vehicles/boats/rhib/rhib.prefab", "SpawnCooldown": { "vehicles.rhib": 3600.0, "vehicles.rhib.VIP": 300.0 }, "FetchCooldown": { "vehicles.rhib": 60.0, "vehicles.rhib.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.rhib": 5.0, "vehicles.rhib.VIP": 15.0 }, "FetchDistanceLimit": { "vehicles.rhib": 50.0, "vehicles.rhib.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.rhib": 50.0, "vehicles.rhib.VIP": 0.0 }, "StartingFuel": { "vehicles.rhib": 0, "vehicles.rhib.VIP": 1 }, "LockFuelContainer": { "vehicles.rhib": false, "vehicles.rhib.VIP": true }, "FuelPerSecond": { "vehicles.rhib": 0.25, "vehicles.rhib.VIP": 0.0 }, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": true, "CanNotSpawnOnWater": false }, "kayak": { "Name": "Kayak", "Prefab": "assets/content/vehicles/boats/kayak/kayak.prefab", "SpawnCooldown": { "vehicles.kayak": 3600.0, "vehicles.kayak.VIP": 300.0 }, "FetchCooldown": { "vehicles.kayak": 60.0, "vehicles.kayak.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.kayak": 3.0, "vehicles.kayak.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.kayak": 50.0, "vehicles.kayak.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.kayak": 50.0, "vehicles.kayak.VIP": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": true, "CanNotSpawnOnWater": false }, "sub1": { "Name": "Solo Submarine", "Prefab": "assets/content/vehicles/submarine/submarinesolo.entity.prefab", "SpawnCooldown": { "vehicles.submarinesolo": 3600.0, "vehicles.submarinesolo.VIP": 300.0 }, "FetchCooldown": { "vehicles.submarinesolo": 60.0, "vehicles.submarinesolo.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.submarinesolo": 3.0, "vehicles.submarinesolo.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.submarinesolo": 50.0, "vehicles.submarinesolo.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.submarinesolo": 50.0, "vehicles.submarinesolo.VIP": 0.0 }, "StartingFuel": { "vehicles.submarinesolo": 0, "vehicles.submarinesolo.VIP": 1 }, "LockFuelContainer": { "vehicles.submarinesolo": false, "vehicles.submarinesolo.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.submarinesolo": 0.025, "vehicles.submarinesolo.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.submarinesolo": 0.13, "vehicles.submarinesolo.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": true, "CanNotSpawnOnWater": false }, "sub2": { "Name": "Duo Submarine", "Prefab": "assets/content/vehicles/submarine/submarineduo.entity.prefab", "SpawnCooldown": { "vehicles.submarineduo": 3600.0, "vehicles.submarineduo.VIP": 300.0 }, "FetchCooldown": { "vehicles.submarineduo": 60.0, "vehicles.submarineduo.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.submarineduo": 3.0, "vehicles.submarineduo.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.submarineduo": 50.0, "vehicles.submarineduo.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.submarineduo": 50.0, "vehicles.submarineduo.VIP": 0.0 }, "StartingFuel": { "vehicles.submarineduo": 0, "vehicles.submarineduo.VIP": 1 }, "LockFuelContainer": { "vehicles.submarineduo": false, "vehicles.submarineduo.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.submarineduo": 0.03, "vehicles.submarineduo.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.submarineduo": 0.15, "vehicles.submarineduo.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": true, "CanNotSpawnOnWater": false }, "tug": { "Name": "Tugboat", "Prefab": "assets/content/vehicles/boats/tugboat/tugboat.prefab", "SpawnCooldown": { "vehicles.tugboat": 3600.0, "vehicles.tugboat.VIP": 300.0 }, "FetchCooldown": { "vehicles.tugboat": 60.0, "vehicles.tugboat.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.tugboat": 10.0, "vehicles.tugboat.VIP": 25.0 }, "FetchDistanceLimit": { "vehicles.tugboat": 50.0, "vehicles.tugboat.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.tugboat": 50.0, "vehicles.tugboat.VIP": 0.0 }, "StartingFuel": { "vehicles.tugboat": 0, "vehicles.tugboat.VIP": 1 }, "LockFuelContainer": { "vehicles.tugboat": false, "vehicles.tugboat.VIP": true }, "FuelPerSecond": { "vehicles.tugboat": 0.33, "vehicles.tugboat.VIP": 0.0 }, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": true, "CanNotSpawnOnWater": false }, "hab": { "Name": "Hot Air Balloon", "Prefab": "assets/prefabs/deployable/hot air balloon/hotairballoon.prefab", "SpawnCooldown": { "vehicles.hotairballoon": 3600.0, "vehicles.hotairballoon.VIP": 300.0 }, "FetchCooldown": { "vehicles.hotairballoon": 60.0, "vehicles.hotairballoon.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.hotairballoon": 3.0, "vehicles.hotairballoon.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.hotairballoon": 50.0, "vehicles.hotairballoon.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.hotairballoon": 50.0, "vehicles.hotairballoon.VIP": 0.0 }, "StartingFuel": { "vehicles.hotairballoon": 0, "vehicles.hotairballoon.VIP": 1 }, "LockFuelContainer": { "vehicles.hotairballoon": false, "vehicles.hotairballoon.VIP": true }, "FuelPerSecond": { "vehicles.hotairballoon": 0.25, "vehicles.hotairballoon.VIP": 0.0 }, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": 180.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "horse": { "Name": "Ridable Horse", "Prefab": "assets/rust.ai/nextai/testridablehorse.prefab", "SpawnCooldown": { "vehicles.ridablehorse": 3600.0, "vehicles.ridablehorse.VIP": 300.0 }, "FetchCooldown": { "vehicles.ridablehorse": 60.0, "vehicles.ridablehorse.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.ridablehorse": 3.0, "vehicles.ridablehorse.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.ridablehorse": 50.0, "vehicles.ridablehorse.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.ridablehorse": 50.0, "vehicles.ridablehorse.VIP": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": true }, "sled": { "Name": "Sled", "Prefab": "assets/prefabs/misc/xmas/sled/sled.deployed.prefab", "SpawnCooldown": { "vehicles.sled": 3600.0, "vehicles.sled.VIP": 300.0 }, "FetchCooldown": { "vehicles.sled": 60.0, "vehicles.sled.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.sled": 3.0, "vehicles.sled.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.sled": 50.0, "vehicles.sled.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.sled": 50.0, "vehicles.sled.VIP": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "snow": { "Name": "Snowmobile", "Prefab": "assets/content/vehicles/snowmobiles/snowmobile.prefab", "SpawnCooldown": { "vehicles.snowmobile": 3600.0, "vehicles.snowmobile.VIP": 300.0 }, "FetchCooldown": { "vehicles.snowmobile": 60.0, "vehicles.snowmobile.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.snowmobile": 3.0, "vehicles.snowmobile.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.snowmobile": 50.0, "vehicles.snowmobile.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.snowmobile": 50.0, "vehicles.snowmobile.VIP": 0.0 }, "StartingFuel": { "vehicles.snowmobile": 0, "vehicles.snowmobile.VIP": 1 }, "LockFuelContainer": { "vehicles.snowmobile": false, "vehicles.snowmobile.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.snowmobile": 0.03, "vehicles.snowmobile.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.snowmobile": 0.15, "vehicles.snowmobile.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "tomaha": { "Name": "Tomaha Snowmobile", "Prefab": "assets/content/vehicles/snowmobiles/tomahasnowmobile.prefab", "SpawnCooldown": { "vehicles.tomaha": 3600.0, "vehicles.tomaha.VIP": 300.0 }, "FetchCooldown": { "vehicles.tomaha": 60.0, "vehicles.tomaha.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.tomaha": 3.0, "vehicles.tomaha.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.tomaha": 50.0, "vehicles.tomaha.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.tomaha": 50.0, "vehicles.tomaha.VIP": 0.0 }, "StartingFuel": { "vehicles.tomaha": 0, "vehicles.tomaha.VIP": 1 }, "LockFuelContainer": { "vehicles.tomaha": false, "vehicles.tomaha.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.tomaha": 0.03, "vehicles.tomaha.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.tomaha": 0.15, "vehicles.tomaha.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "motorbike": { "Name": "Motorbike", "Prefab": "assets/content/vehicles/bikes/motorbike.prefab", "SpawnCooldown": { "vehicles.motorbike": 3600.0, "vehicles.motorbike.VIP": 300.0 }, "FetchCooldown": { "vehicles.motorbike": 60.0, "vehicles.motorbike.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.motorbike": 3.0, "vehicles.motorbike.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.motorbike": 50.0, "vehicles.motorbike.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.motorbike": 50.0, "vehicles.motorbike.VIP": 0.0 }, "StartingFuel": { "vehicles.motorbike": 0, "vehicles.motorbike.VIP": 1 }, "LockFuelContainer": { "vehicles.motorbike": false, "vehicles.motorbike.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.motorbike": 0.03, "vehicles.motorbike.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.motorbike": 0.15, "vehicles.motorbike.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "motorbike2": { "Name": "Motorbike Sidecar", "Prefab": "assets/content/vehicles/bikes/motorbike_sidecar.prefab", "SpawnCooldown": { "vehicles.motorbike2": 3600.0, "vehicles.motorbike2.VIP": 300.0 }, "FetchCooldown": { "vehicles.motorbike2": 60.0, "vehicles.motorbike2.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.motorbike2": 3.0, "vehicles.motorbike2.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.motorbike2": 50.0, "vehicles.motorbike2.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.motorbike2": 50.0, "vehicles.motorbike2.VIP": 0.0 }, "StartingFuel": { "vehicles.motorbike2": 0, "vehicles.motorbike2.VIP": 1 }, "LockFuelContainer": { "vehicles.motorbike2": false, "vehicles.motorbike2.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.motorbike2": 0.03, "vehicles.motorbike2.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.motorbike2": 0.15, "vehicles.motorbike2.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "bike": { "Name": "Pedal Bike", "Prefab": "assets/content/vehicles/bikes/pedalbike.prefab", "SpawnCooldown": { "vehicles.bike": 3600.0, "vehicles.bike.VIP": 300.0 }, "FetchCooldown": { "vehicles.bike": 60.0, "vehicles.bike.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.bike": 3.0, "vehicles.bike.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.bike": 50.0, "vehicles.bike.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.bike": 50.0, "vehicles.bike.VIP": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "trike": { "Name": "Pedal Trike", "Prefab": "assets/content/vehicles/bikes/pedaltrike.prefab", "SpawnCooldown": { "vehicles.trike": 3600.0, "vehicles.trike.VIP": 300.0 }, "FetchCooldown": { "vehicles.trike": 60.0, "vehicles.trike.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.trike": 3.0, "vehicles.trike.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.trike": 50.0, "vehicles.trike.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.trike": 50.0, "vehicles.trike.VIP": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "ch47": { "Name": "Chinook", "Prefab": "assets/prefabs/npc/ch47/ch47.entity.prefab", "SpawnCooldown": { "vehicles.chinook": 3600.0, "vehicles.chinook.VIP": 300.0 }, "FetchCooldown": { "vehicles.chinook": 60.0, "vehicles.chinook.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.chinook": 3.0, "vehicles.chinook.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.chinook": 50.0, "vehicles.chinook.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.chinook": 50.0, "vehicles.chinook.VIP": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "sedan": { "Name": "Sedan", "Prefab": "assets/content/vehicles/sedan_a/sedantest.entity.prefab", "SpawnCooldown": { "vehicles.sedan": 3600.0, "vehicles.sedan.VIP": 300.0 }, "FetchCooldown": { "vehicles.sedan": 60.0, "vehicles.sedan.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.sedan": 3.0, "vehicles.sedan.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.sedan": 50.0, "vehicles.sedan.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.sedan": 50.0, "vehicles.sedan.VIP": 0.0 }, "StartingFuel": null, "LockFuelContainer": null, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "4mod": { "Name": "4 Module Car", "Prefab": "assets/content/vehicles/modularcar/4module_car_spawned.entity.prefab", "SpawnCooldown": { "vehicles.4modulecar": 3600.0, "vehicles.4modulecar.VIP": 300.0 }, "FetchCooldown": { "vehicles.4modulecar": 60.0, "vehicles.4modulecar.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.4modulecar": 3.0, "vehicles.4modulecar.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.4modulecar": 50.0, "vehicles.4modulecar.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.4modulecar": 50.0, "vehicles.4modulecar.VIP": 0.0 }, "StartingFuel": { "vehicles.4modulecar": 0, "vehicles.4modulecar.VIP": 1 }, "LockFuelContainer": { "vehicles.4modulecar": false, "vehicles.4modulecar.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.4modulecar": 0.025, "vehicles.4modulecar.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.4modulecar": 0.08, "vehicles.4modulecar.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "3mod": { "Name": "3 Module Car", "Prefab": "assets/content/vehicles/modularcar/3module_car_spawned.entity.prefab", "SpawnCooldown": { "vehicles.3modulecar": 3600.0, "vehicles.3modulecar.VIP": 300.0 }, "FetchCooldown": { "vehicles.3modulecar": 60.0, "vehicles.3modulecar.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.3modulecar": 3.0, "vehicles.3modulecar.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.3modulecar": 50.0, "vehicles.3modulecar.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.3modulecar": 50.0, "vehicles.3modulecar.VIP": 0.0 }, "StartingFuel": { "vehicles.3modulecar": 0, "vehicles.3modulecar.VIP": 1 }, "LockFuelContainer": { "vehicles.3modulecar": false, "vehicles.3modulecar.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.3modulecar": 0.025, "vehicles.3modulecar.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.3modulecar": 0.08, "vehicles.3modulecar.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "2mod": { "Name": "2 Module Car", "Prefab": "assets/content/vehicles/modularcar/2module_car_spawned.entity.prefab", "SpawnCooldown": { "vehicles.2modulecar": 3600.0, "vehicles.2modulecar.VIP": 300.0 }, "FetchCooldown": { "vehicles.2modulecar": 60.0, "vehicles.2modulecar.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.2modulecar": 3.0, "vehicles.2modulecar.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.2modulecar": 50.0, "vehicles.2modulecar.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.2modulecar": 50.0, "vehicles.2modulecar.VIP": 0.0 }, "StartingFuel": { "vehicles.2modulecar": 0, "vehicles.2modulecar.VIP": 1 }, "LockFuelContainer": { "vehicles.2modulecar": false, "vehicles.2modulecar.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.2modulecar": 0.025, "vehicles.2modulecar.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.2modulecar": 0.08, "vehicles.2modulecar.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "crane": { "Name": "Magnet Crane", "Prefab": "assets/content/vehicles/crane_magnet/magnetcrane.entity.prefab", "SpawnCooldown": { "vehicles.magnetcrane": 3600.0, "vehicles.magnetcrane.VIP": 300.0 }, "FetchCooldown": { "vehicles.magnetcrane": 60.0, "vehicles.magnetcrane.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.magnetcrane": 3.0, "vehicles.magnetcrane.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.magnetcrane": 50.0, "vehicles.magnetcrane.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.magnetcrane": 50.0, "vehicles.magnetcrane.VIP": 0.0 }, "StartingFuel": { "vehicles.magnetcrane": 0, "vehicles.magnetcrane.VIP": 1 }, "LockFuelContainer": { "vehicles.magnetcrane": false, "vehicles.magnetcrane.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.magnetcrane": 0.06668, "vehicles.magnetcrane.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.magnetcrane": 0.3334, "vehicles.magnetcrane.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": false }, "cart": { "Name": "Workcart", "Prefab": "assets/content/vehicles/trains/workcart/workcart.entity.prefab", "SpawnCooldown": { "vehicles.workcart": 3600.0, "vehicles.workcart.VIP": 300.0 }, "FetchCooldown": { "vehicles.workcart": 60.0, "vehicles.workcart.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.workcart": 3.0, "vehicles.workcart.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.workcart": 50.0, "vehicles.workcart.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.workcart": 50.0, "vehicles.workcart.VIP": 0.0 }, "StartingFuel": { "vehicles.workcart": 0, "vehicles.workcart.VIP": 1 }, "LockFuelContainer": { "vehicles.workcart": false, "vehicles.workcart.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.workcart": 0.025, "vehicles.workcart.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.workcart": 0.075, "vehicles.workcart.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": true }, "agcart": { "Name": "Above Ground Workcart", "Prefab": "assets/content/vehicles/trains/workcart/workcart_aboveground.entity.prefab", "SpawnCooldown": { "vehicles.abovegroundworkcart": 3600.0, "vehicles.abovegroundworkcart.VIP": 300.0 }, "FetchCooldown": { "vehicles.abovegroundworkcart": 60.0, "vehicles.abovegroundworkcart.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.abovegroundworkcart": 3.0, "vehicles.abovegroundworkcart.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.abovegroundworkcart": 50.0, "vehicles.abovegroundworkcart.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.abovegroundworkcart": 50.0, "vehicles.abovegroundworkcart.VIP": 0.0 }, "StartingFuel": { "vehicles.abovegroundworkcart": 0, "vehicles.abovegroundworkcart.VIP": 1 }, "LockFuelContainer": { "vehicles.abovegroundworkcart": false, "vehicles.abovegroundworkcart.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.abovegroundworkcart": 0.025, "vehicles.abovegroundworkcart.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.abovegroundworkcart": 0.075, "vehicles.abovegroundworkcart.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": true }, "agcart2": { "Name": "Above Ground Workcart 2", "Prefab": "assets/content/vehicles/trains/workcart/workcart_aboveground2.entity.prefab", "SpawnCooldown": { "vehicles.abovegroundworkcart2": 3600.0, "vehicles.abovegroundworkcart2.VIP": 300.0 }, "FetchCooldown": { "vehicles.abovegroundworkcart2": 60.0, "vehicles.abovegroundworkcart2.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.abovegroundworkcart2": 3.0, "vehicles.abovegroundworkcart2.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.abovegroundworkcart2": 50.0, "vehicles.abovegroundworkcart2.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.abovegroundworkcart2": 50.0, "vehicles.abovegroundworkcart2.VIP": 0.0 }, "StartingFuel": { "vehicles.abovegroundworkcart2": 0, "vehicles.abovegroundworkcart2.VIP": 1 }, "LockFuelContainer": { "vehicles.abovegroundworkcart2": false, "vehicles.abovegroundworkcart2.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.abovegroundworkcart2": 0.025, "vehicles.abovegroundworkcart2.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.abovegroundworkcart2": 0.075, "vehicles.abovegroundworkcart2.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": true }, "locomotive": { "Name": "Locomotive", "Prefab": "assets/content/vehicles/trains/locomotive/locomotive.entity.prefab", "SpawnCooldown": { "vehicles.locomotive": 3600.0, "vehicles.locomotive.VIP": 300.0 }, "FetchCooldown": { "vehicles.locomotive": 60.0, "vehicles.locomotive.VIP": 5.0 }, "MaxSpawnDistance": { "vehicles.locomotive": 3.0, "vehicles.locomotive.VIP": 10.0 }, "FetchDistanceLimit": { "vehicles.locomotive": 50.0, "vehicles.locomotive.VIP": 0.0 }, "DespawnDistanceLimit": { "vehicles.locomotive": 50.0, "vehicles.locomotive.VIP": 0.0 }, "StartingFuel": { "vehicles.locomotive": 0, "vehicles.locomotive.VIP": 1 }, "LockFuelContainer": { "vehicles.locomotive": false, "vehicles.locomotive.VIP": true }, "FuelPerSecond": null, "IdleFuelPerSecond": { "vehicles.locomotive": 0.035, "vehicles.locomotive.VIP": 0.0 }, "MaxFuelPerSecond": { "vehicles.locomotive": 0.1, "vehicles.locomotive.VIP": 0.0 }, "ExtraMounts": null, "ExtraSeats": null, "YRotationSpawnOffset": -90.0, "CanOnlySpawnOnWater": false, "CanNotSpawnOnWater": true } }, "Version": { "Major": 0, "Minor": 1, "Patch": 8 } } Lang: { "NoPermissionSpawn": "You do not have permission to spawn {0}s.", "NoPermissionFetch": "You do not have permission to fetch {0}s.", "MountedOrParented": "You cannot spawn or fetch vehicles while mounted or parented.", "BuildingBlocked": "You cannot spawn or fetch vehicles while building blocked.", "InSafeZone": "You cannot spawn or fetch vehicles in a safe zone.", "CombatBlocked": "You cannot spawn or fetch vehicles while combat blocked.", "RaidBlocked": "You cannot spawn or fetch vehicles while raid blocked.", "NotOnWater": "You can only spawn or fetch {0}s on water.", "OnWater": "You can not spawn or fetch {0}s on water.", "TracksNotFound": "You can only spawn or fetch {0}s on train tracks.", "LookingTooFar": "You must be looking at a position closer to you to be able to spawn or fetch {0}s.", "Destroyed": "Your {0} has been destroyed.", "AlreadySpawned": "You already own a {0}.\nUse '/{1}' to fetch it or '/{2}' to despawn it.", "SpawnCooldown": "You must wait {0} before spawning another {1}.", "FetchCooldown": "You must wait {0} before fetching your {1}.", "Spawned": "Your {0} has spawned.", "NotFound": "You do not have a {0}.", "TooFarFetch": "Your {0} is too far away to be fetched.", "TooFarDespawn": "Your {0} is too far away to be despawned.", "BeingUsedFetch": "Cannot fetch your {0} as it is currently being used by another player", "BeingUsedDespawn": "Cannot despawn your {0} as it is currently being used by another player", "Fetched": "You have fetched your {0}.", "Despawned": "You have despawned your {0}.{1}", "Refunded": "\nRefunded {0} low grade fuel." } API List<Tuple<string, string, string>> GetConfig() Returns the suffix and its name and prefab for every vehicle in the config file. Example: List<Tuple<string, string, string>> suffixes = Vehicles.Call<List<Tuple<string, string, string>>>("GetConfig"); if (suffixes == null) return; for (int i = 0; i < suffixes.Count; i++) { string suffix = suffixes[i].Item1; string name = suffixes[i].Item2; string prefab = suffixes[i].Item3; } List<ulong> GetEntities(ulong playerID, string suffix) Returns a `List<ulong>` with the network ID of all available entities spawned by the player with this suffix, returns `null` if none found. Example: List<ulong> minis = Vehicles.Call<List<ulong>>("GetEntities", player.userID, "mini"); if (minis == null) return; BaseEntity newestMini = BaseNetworkable.serverEntities.Find(new NetworkableId(minis[minis.Count - 1])) as BaseEntity; BaseEntity oldestMini = BaseNetworkable.serverEntities.Find(new NetworkableId(minis[0])) as BaseEntity; Dictionary<string, List<ulong>> GetAllEntities(ulong playerID) Returns a `Dictionary<string, List<ulong>>` with the Key as the suffix and the Value as the network ID of all available entities spawned by the player, returns `null` if none found. Example: Dictionary<string, List<ulong>> entities = Vehicles.Call<Dictionary<string, List<ulong>>>("GetAllEntities", player.userID); if (entities == null) return; List<ulong> minis; if (entities.TryGetValue("mini", out minis)) { BaseEntity newestMini = BaseNetworkable.serverEntities.Find(new NetworkableId(minis[minis.Count - 1])) as BaseEntity; BaseEntity oldestMini = BaseNetworkable.serverEntities.Find(new NetworkableId(minis[0])) as BaseEntity; } List<ulong> boats; if (entities.TryGetValue("boat", out boats)) { BaseEntity newestBoat = BaseNetworkable.serverEntities.Find(new NetworkableId(boats[boats.Count - 1])) as BaseEntity; BaseEntity oldestBoat = BaseNetworkable.serverEntities.Find(new NetworkableId(boats[0])) as BaseEntity; } bool IsPlayerEntity(ulong entityID) Checks if the entity belongs to `Vehicles`. Example: bool isPlayerEntity = Vehicles.Call<bool>("IsPlayerEntity", entity.net.ID.Value); string GetSuffix(ulong entityID) Returns the suffix of the entity, returns `null` if the entity does not belong to `Vehicles`. Example: string suffix = Vehicles.Call<string>("GetSuffix", entity.net.ID.Value); if (string.IsNullOrWhiteSpace(suffix)) return; ulong GetOwnerUserID(ulong entityID) Returns the userID of the player who spawned the entity (**not the entity's OwnerID**), returns `0uL` if the entity does not belong to `Vehicles`. Example: ulong playerID = Vehicles.Call<ulong>("GetOwnerUserID", entity.net.ID.Value); if (playerID == 0uL) return; bool DespawnNewestEntity(ulong playerID, string suffix, bool refundFuel = false, bool notify = false) Despawns the newest available entity spawned by the player with this suffix, returns `false` if not found. Examples: bool success = Vehicles.Call<bool>("DespawnNewestEntity", player.userID, "mini"); bool success = Vehicles.Call<bool>("DespawnNewestEntity", player.userID, "mini", true, true); int DespawnAllEntities(ulong playerID, string suffix = "", bool refundFuel = false, bool notify = false) Despawns all the entities (optionally by suffix) spawned by the player, returns the amount of entities despawned. Examples: int despawnedAmount = Vehicles.Call<int>("DespawnAllEntities", player.userID); int despawnedAmount = Vehicles.Call<int>("DespawnAllEntities", player.userID, "", true, true); int despawnedAmount = Vehicles.Call<int>("DespawnAllEntities", player.userID, "mini"); int despawnedAmount = Vehicles.Call<int>("DespawnAllEntities", player.userID, "mini", true, true); bool AddEntity(ulong playerID, string suffix, ulong entityID) Adds the entity as the player's last spawned entity with this suffix, returns `false` if suffix does not exist. Example: bool success = Vehicles.Call<bool>("AddEntity", player.userID, "mini", entity.net.ID.Value); bool RemoveEntity(ulong entityID, string suffix = "", ulong playerID = 0uL) Removes the entity so that it no longer belongs to `Vehicles`, faster if the two optional arguments are provided, returns `false` if entity does not belong to `Vehicles` or to the player's list of entities for this suffix. Examples: bool success = RemoveEntity(entity.net.ID.Value); bool isPlayerEntity = Vehicles.Call<bool>("IsPlayerEntity", entity.net.ID.Value); if (!isPlayerEntity) return; string suffix = Vehicles.Call<string>("GetSuffix", entity.net.ID.Value); ulong playerID = Vehicles.Call<ulong>("GetOwnerUserID", entity.net.ID.Value); bool success = Vehicles.Call<bool>("RemoveEntity", entity.net.ID.Value, suffix, playerID); double GetCooldownLeft(ulong playerID, string suffix, bool fetch = false) Returns how many seconds are left for the player's cooldown to expire for this suffix, returns a negative number if the player's cooldown has expired, returns `0.0` if suffix does not exist, returns `0.0` if the player's permissions do not have a cooldown for this suffix, or returns `-1.0` if the player does not yet contain a cooldown for this suffix. Examples: double left = Vehicles.Call<double>("GetCooldownLeft", player.userID, "mini"); bool canSpawn = (left <= 0 && left != -1); bool onSpawnCooldown = (left > 0.0); bool notFound = (left == -1); double left = Vehicles.Call<double>("GetCooldownLeft", player.userID, "mini", true); bool canFetch = (left <= 0 && left != -1); bool onFetchCooldown = (left > 0.0); bool notFound = (left == -1); bool AddCooldown(ulong playerID, string suffix, bool fetch = false) Adds a cooldown to the player with the current timestamp for this suffix, returns `false` if the suffix does not exist. Examples: bool success = Vehicles.Call<bool>("AddCooldown", player.userID, "mini"); bool success = Vehicles.Call<bool>("AddCooldown", player.userID, "mini", true); bool ClearCooldowns(ulong playerID, string suffix = "", bool fetch = false) Clears the spawn or the fetch cooldowns for the player, clears for every suffix unless one is provided, returns `false` if the player does not have any cooldowns or if the player does not have a cooldown for the provided suffix. Examples: bool success = Vehicles.Call<bool>("ClearCooldowns", player.userID, "mini"); bool success = Vehicles.Call<bool>("ClearCooldowns", player.userID, "mini", true); bool success = Vehicles.Call<bool>("ClearCooldowns", player.userID); bool success = Vehicles.Call<bool>("ClearCooldowns", player.userID, "", true); string CooldownToString(double cooldown) Returns a formatted `string` with the span of time. Example: double left = Vehicles.Call<double>("GetCooldownLeft", player.userID, "mini"); if (left == -1.0 || left > 0.0) return; string duration = Vehicles.Call<string>("CooldownToString", left); bool HasPermission(string playerId, string suffix, bool fetch = false) Checks if the player has permission to spawn or fetch this suffix, returns `false` if suffix does not exist. Examples: bool canSpawn = Vehicles.Call<bool>("HasPermission", player.UserIDString, "mini"); bool canFetch = Vehicles.Call<bool>("HasPermission", player.UserIDString, "mini", true); bool CanSpawn(BasePlayer player) Checks if the player can spawn or fetch according to the config options. Example: bool canspawn = Vehicles.Call<bool>("CanSpawn", player); bool CheckSurface(string suffix, Vector3 position, out bool water) Checks if this suffix may be spawned or fetched on the surface at this position, returns `false` if suffix does not exist, `out` parameter returns `true` if checked surface is water. Example: //bool water; //bool allowedSurface = CheckSurface("mini", position, out water); //if (!allowedSurface) //{ // if (water) player.ChatMessage("Can't spawn on water."); // else player.ChatMessage("Can't spawn on land."); //} bool TryMoveToTrainTrack(TrainCar train, Vector3 position) Moves the `TrainCar` to the nearest train track at this position, returns `false` if no train tracks are found. Example: bool moved = Vehicles.Call<bool>("TryMoveToTrainTrack", train, position); Vector3 GetGroundPositionLookingAt(BasePlayer player, float maxDistance) Returns the position of the surface at up to this maximum distance at the point that the player is looking at, returns `Vector3.zero` if the distance between the position of the surface and the player's position is higher than the maximum distance. Example: Vector3 position = Vehicles.Call<Vector3>("GetGroundPositionLookingAt", player, 15.0f); if (position == Vector3.zero) return; void RemoveMapMarker(BaseEntity entity) Removes the map marker from chinooks. Example: Vehicles.Call("RemoveMapMarker", entity); bool SetFuelConsumption(BaseEntity entity) Sets the entity's fuel consumption and/or locks the fuel container as is configured for its suffix, returns `false` if entity does not belong to `Vehicles`. Example: bool success = Vehicles.Call<bool>("SetFuelConsumption", entity); bool SetModuleEngineFuelConsumption(VehicleModuleEngine moduleEngine) Sets the module engine's fuel consumption as is configured for the suffix that the engine is mounted on, returns `false` if the entity that the engine is mounted on does not belong to `Vehicles`. Example: bool success = Vehicles.Call<bool>("SetModuleEngineFuelConsumption", moduleEngine); int AddFuel(EntityFuelSystem fuelSystem) Adds starting fuel to the entity's fuel system as is configured for its suffix, returns the amount of fuel added or returns `0` if config is set to 0 or returns `-1` if entity does not belong to `Vehicles`. Example: int addedFuel = Vehicles.Call<int>("AddFuel", vehicle.GetFuelSystem()); bool success = (addedFuel >= 1); bool configNoFuel = (addedFuel == 0); bool failed = (addedFuel == -1); int RefundFuel(EntityFuelSystem fuelSystem, BasePlayer player) Refunds the player of any fuel left in the entity's fuel tank, returns the amount of fuel refunded or returns `0` if no fuel left. Example: int returnedFuel = Vehicles.Call<int>("RefundFuel", vehicle.GetFuelSystem(), player); bool success = (returnedFuel >= 1); bool empty = (returnedFuel == 0); List<BaseVehicle.MountPointInfo> AddMounts(string playerId, string suffix, BaseVehicle vehicle) Adds mount points to the vehicle according to the permissions the player has for this suffix, must be called before spawning the entity, returns a `List<BaseVehicle.MountPointInfo>` of the mount points that were added to the vehicle. Example: BaseEntity entity = Vehicles.Call("CreateEntity", player.userID, "mini", position) as BaseEntity; if (entity == null) return; BaseVehicle vehicle = entity as BaseVehicle; if (vehicle != null) { List<BaseVehicle.MountPointInfo> mounts = Vehicles.Call<List<BaseVehicle.MountPointInfo>>("AddMounts", player.UserIDString, "mini", vehicle); int mountsAdded = mounts.Count; } entity.Spawn(); List<BaseEntity> AddSeats(string playerId, string suffix, BaseEntity entity) Adds seats to the vehicle according to the permissions the player has for this suffix, returns a `List<BaseEntity>` of the seats that were added to the vehicle. Example: List<BaseEntity> seats = Vehicles.Call<List<BaseEntity>>("AddSeats", player.UserIDString, "mini", entity); int seatsAdded = seats.Count; List<BasePlayer> GetMountedOccupants(BaseEntity entity) Returns a `List<BasePlayer>` of mounted players. Example: List<BasePlayer> mounted = Vehicles.Call<List<BasePlayer>>("GetMountedOccupants", entity); int numMounted = mounted.Count; List<BasePlayer> GetParentedOccupants(BaseEntity entity) Returns a `List<BasePlayer>` of parented players. Example: List<BasePlayer> parented = Vehicles.Call<List<BasePlayer>>("GetParentedOccupants", entity); int numParented = parented.Count; void DismountOccupants(List<BasePlayer> mounted) Dismounts every player on this List from the vehicle. Example: List<BasePlayer> mounted = Vehicles.Call<List<BasePlayer>>("GetMountedOccupants", entity); Vehicles.Call("DismountOccupants", mounted); void UnparentOccupants(List<BasePlayer> parented) Unparents every player on this List from the entity. Example: List<BasePlayer> parented = Vehicles.Call<List<BasePlayer>>("GetParentedOccupants", entity); Vehicles.Call("UnparentOccupants", parented); string GetMapGrid(Vector3 position) Returns the map grid from this position. Examples: string mapGrid = Vehicles.Call<string>("GetMapGrid", entity.transform.position); string mapGrid = Vehicles.Call<string>("GetMapGrid", player.transform.position); BaseEntity CreateEntity(ulong playerID, string suffix, Vector3 position, float YrotationOffset = -90.0f) Spawns a suffix for this userID, returns the `BaseEntity` or returns `null` if suffix does not exist. Example: bool hasSpawnPerm = Vehicles.Call<bool>("HasPermission", player.UserIDString, "mini"); if (!hasSpawnPerm) return; double left = Vehicles.Call<double>("GetCooldownLeft", player.userID, "mini"); if (left > 0.0) return; bool canSpawn = Vehicles.Call<bool>("CanSpawn", player); if (!canSpawn) return; Vector3 position = Vehicles.Call<Vector3>("GetGroundPositionLookingAt", player, 15.0f); if (position == Vector3.zero) return; BaseEntity entity = Vehicles.Call("CreateEntity", player.userID, "mini", position) as BaseEntity; if (entity == null) return; entity.Spawn(); Vehicles.Call("AddEntity", player.userID, "mini", entity.net.ID.Value); BaseVehicle vehicle = entity as BaseVehicle; if (vehicle != null) { Vehicles.Call("SetFuelConsumption", entity); Vehicles.Call("AddFuel", vehicle.GetFuelSystem()); } Vehicles.Call("AddCooldown", player.userID, "mini"); BaseEntity FetchEntity(ulong playerID, string suffix, Vector3 position, float YrotationOffset = -90.0f) Fetches the last available entity spawned by the player with this suffix, returns the `BaseEntity` or returns `null` if not found. Example: bool hasFetchPerm = Vehicles.Call<bool>("HasPermission", player.UserIDString, "mini", true); if (!hasFetchPerm) return; List<ulong> minis = Vehicles.Call<List<ulong>>("GetEntities", player.userID, "mini"); if (minis == null) return; BaseEntity entity = BaseNetworkable.serverEntities.Find(new NetworkableId(minis[minis.Count - 1])) as BaseEntity; double left = Vehicles.Call<double>("GetCooldownLeft", player.userID, "mini", true); if (left > 0.0) return; bool canSpawn = Vehicles.Call<bool>("CanSpawn", player); if (!canSpawn) return; Vector3 position = Vehicles.Call<Vector3>("GetGroundPositionLookingAt", player, 15.0f); if (position == Vector3.zero) return; List<BasePlayer> mounted = Vehicles.Call<List<BasePlayer>>("GetMountedOccupants", entity); List<BasePlayer> parented = Vehicles.Call<List<BasePlayer>>("GetParentedOccupants", entity); if (!config.AllowFetchingWhenOccupied && (mounted.Count > 0 || parented.Count > 0)) return; if (config.DismountOccupantsWhenFetching) { Vehicles.Call("DismountOccupants", mounted); Vehicles.Call("UnparentOccupants", parented); } object obj = Vehicles.Call("FetchEntity", player.userID, "mini", position); .$12.00- 23 comments
- 5 reviews
-
- #vehicle
- #vehicles
-
(and 64 more)
Tagged with:
- #vehicle
- #vehicles
- #helicopter
- #helicopters
- #heli
- #helis
- #copter
- #copters
- #attack helicopter
- #attack heli
- #attack
- #minicopter
- #mini copter
- #mini
- #scrap transport helicopter
- #transport
- #transport helicopter
- #scrap heli
- #boat
- #boats
- #row boat
- #rowboat
- #row
- #rhib
- #tugboat
- #tug boat
- #tug
- #sled
- #snowmobile
- #snow mobile
- #snow
- #tomaha
- #hot air balloon
- #balloon
- #hab
- #ridable horse
- #horse
- #horses
- #submarine
- #submarines
- #solo submarine
- #duo submarine
- #chinook
- #ch47
- #sedan
- #car
- #cars
- #modular car
- #modular cars
- #magnet crane
- #crane
- #cranes
- #train
- #trains
- #cart
- #carts
- #workcart
- #work cart
- #above ground workcart
- #locomotive
- #mymini
- #bike
- #trike
- #motorbike
- #motor bike
- #sidecar
-
Version 1.0.0
33 downloads
SafeZoneVehicle enforces specific safety rules for vehicles within safe zones. It ensures that vehicles and their passengers are better protected in safezones by disabling damage and preventing certain interactions. With this plugin you can protect your players and prevent them from annoyingly leaving the server because they were pushed by the recycler or died while recycling. It also offers other useful modifications. Features: Vehicles no longer take damage in safezones. Players can no longer push vehicles with passengers in safezones. Permissions: safezonevehicle.use load, run, enjoy Join my Discord pick the Role -> Flash and find Free Plugins Support Discord$0.99 -
Version 1.3.3
719 downloads
Allows helicopters to float in water. Features Allows Minicopters, Scrap Transport Helicopters, and Attack Helicopters to float in water Optionally requires vehicle owner or pilot permission for vehicles to be buoyant Configurable number, position and rotation of optional decorative inner tubes Configurable number, position, size and force of buoyancy points Configurable underwater drag for when crashing through the water's surface API and hooks allow for more powerful integrations How it works By default, all Minicopters, Scrap Transport Helicopters, and Attack Helicopters will be buoyant, with decorative inner tubes. The inner tubes are indestructible and cannot be picked up. When flying at low to moderate velocity, you can simply land on water and dismount. When flying at high velocity, you may crash through the water's surface, causing the engine to shut off. The vehicle will then slowly rise to the water's surface. You may run out of oxygen if you choose to stay in the vehicle while waiting for it to surface. While piloting a helicopter on the water's surface, you cannot drive it like on ground, but you can turn it in place by holding the down key and pressing left or right. While the decorative inner tubes are configured to be dynamic, they will appear shortly after touching water, and they will disappear a few seconds after leaving water. 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>. Optionally, you may require that either the vehicle owner or most recent pilot have permission, in order for the vehicle to be buoyant. To do so, set "Require permission": true for the corresponding vehicle type in the configuration. buoyanthelicopters.owner.minicopter -- Minicopters will be buoyant if owned by a player with this permission. buoyanthelicopters.pilot.minicopter -- Minicopters will be buoyant if the current (or most recent pilot, if no current pilot) has this permission. buoyanthelicopters.owner.scraptransport -- Scrap Transport Helicopters will be buoyant if owned by a player with this permission. buoyanthelicopters.pilot.scraptransport -- Scrap Transport Helicopters will be buoyant if the current (or most recent pilot, if no current pilot) has this permission. buoyanthelicopters.owner.attackhelicopter -- Attack Helicopters will be buoyant if owned by a player with this permission. buoyanthelicopters.pilot.attackhelicopter -- Attack Helicopters will be buoyant if the current (or most recent pilot, if no current pilot) has this permission. Note: If you want to use ownership-based permission, you must be aware that helicopters do not have ownership in vanilla Rust, so for it to work, you must install a plugin which grants vehicle ownership. For example, Vehicle Vendor Options, Claim Vehicle, Vehicle Deployed Locks, Spawn Mini, and Vehicle License all have features which relate to vehicle ownership. If you don't want to deal with vehicle ownership, you can use the pilot-based permissions instead. Configuration The settings and options can be configured in the BuoyantHelicopters file under the config directory. The use of an editor and validator is recommended to avoid formatting issues and syntax errors. Admin debug (true or false) -- Determines whether debug info is shown to nearby admins when a helicopter becomes buoyant. This helps with configuring the buoyancy points. Default: false. The Minicopter, Scrap Transport Helicopter, and Attack Helicopter sections have the following options. Enabled (true or false) -- Determines whether the vehicle type supports buoyancy. Default: true. Require permission (true or false) -- Determines whether the vehicle type requires the vehicle owner or most recent pilot to have permission in order for the vehicle to be buoyant. Default: false. Note: Helicopters do not have ownership in vanilla Rust. If you enable this option, you must install and configure another plugin which grants vehicle ownership. Underwater drag -- Determines how much drag buoyant vehicles have while underwater. Raising this will reduce the speed at which vehicles sink and rise. If you change this value, you will probably also need to adjust the force of each buoyancy point. Default: 2. Buoyancy points -- List of buoyancy points. Position -- Determines the position of the buoyancy point, relative to the vehicle origin. Size -- Determines the size of the buoyancy point. Default: 2. Force -- Determines how much force is applied at the buoyancy point. Decoration Enabled (true or false) -- Determines whether the buoyancy point has a decorative inner tube. Dynamic (true or false) -- Determines whether the decorative inner tube will be displayed only when touching water (and a short time after touching water). Position -- Determines the position of the decorative inner tube, relative to the vehicle origin. Prefab -- Determines the prefab of the decorative inner tube. Default: assets/prefabs/misc/summer_dlc/inner_tube/innertube.deployed.prefab. Rotation angles -- Determines the rotation of the decorative inner tube. Developer API API_IsBuoyant bool API_IsBuoyant(BaseEntity heli) Returns true if the helicopter is buoyant, else returns false. API_AddBuoyancy void API_AddBuoyancy(BaseEntity heli) Makes the helicopter buoyant if it's not already. API_RemoveBuoyancy void API_RemoveBuoyancy(BaseEntity heli) Makes the helicopter not buoyant. Developer Hooks OnVehicleBuoyancyAdd object OnVehicleBuoyancyAdd(BaseEntity heli) Called when buoyancy is about to be added to a helicopter. Return false to cancel. OnVehicleBuoyancyAdded void OnVehicleBuoyancyAdded(BaseEntity heli) Called after buoyancy has been added to a helicopter. OnVehicleBuoyancyRemoved void OnVehicleBuoyancyRemoved(BaseEntity heli) Called after buoyancy has been removed from a helicopter.$7.50- 33 comments
- 3 reviews
-
- 3
-
- #helicopter
- #minicopter
-
(and 7 more)
Tagged with:
-
Version 1.6.1
211 downloads
Features Allows players to deploy ziplines from a distance using a crossbow Allows bidirectional ziplines Allows adjusting zipline movement speed, optionally based on incline Optionally requires cable to deploy ziplines Extensive configuration options to restrict zipline deployment Integrates with Economics and Server Rewards to allow buying the Zipline Tool Integrates with No Escape to prevent deploying ziplines while Raid blocked or Combat blocked Integrates with Remover Tool to provide an alternate way to pick up ziplines How it works To deploy a zipline, a player must first obtain a Zipline Tool and some Zipline Cable. By default, the Zipline Tool is a crossbow with a custom skin, and Zipline Cable is rope with a custom skin. Once acquired, the player must shoot the crossbow where they want to start the zipline, then shoot again where they want to end the zipline (no arrows needed). Once the zipline has been deployed, players can ride it just like the vanilla ziplines, by looking up at the top of the start point and interacting with the "Use Zipline" prompt. Since both the Zipline Tool and Zipline Cable are items, there are many ways you can provide them to players, including via kits, vending machines, and loot tables. The plugin also allows players to purchase them directly with chat commands. Permissions This plugin uses the permission system. To assign a permission, use oxide.grant <user or group> <name or steam id> <permission>. To remove a permission, use oxide.revoke <user or group> <name or steam id> <permission>. Admin permissions deployablezipline.protect -- Allows the player to run the zipline protect command to toggle protection for any ziplines they deploy. Protected ziplines do not decay, and can only be picked up by players with this permission. Purchase permissions deployablezipline.buy.tool - Allows buying the Zipline Tool with the zipline buy command. deployablezipline.buy.cable - Allows buying Zipline Cable with the zipline buycable <amount> command. Tool usage permissions Depending on how you have configured the plugin, there will be additional permissions like deployablezipline.profile.<suffix>, one for each profile. The plugin comes with the following profiles by default. Note: Players must have permission to a profile in order to use the Zipline Tool. deployablezipline.profile.balanced 4 ziplines max 100m max zipline length 10 uses per Zipline Tool, but can be repaired Allows up to 45° decline and 15° incline Disallows monuments deployablezipline.profile.fun 6 ziplines max 200m max zipline length Unlimited uses per Zipline Tool Allows up to 45° decline and 45° incline Allows monuments deployablezipline.profile.unrestricted Unlimited ziplines 10000m max zipline length Unlimited uses per Zipline Tool No angle or location restrictions Speed permissions The speed that players move along a deployed zipline can be configured according to the permissions of the player riding the zipline (not the player who deployed it). Each speed profile will have a permission like deployablezipline.speed.<suffix>. You can make as many speed profiles as you want in the configuration. The plugin comes with the following speed profiles by default. deployablezipline.speed.slow 0.25x min uphill speed 0.5x max horizontal speed 0.75x max downhill speed deployablezipline.speed.balanced 0.5x min uphill speed 1x max horizontal speed 1.5x max downhill speed deployablezipline.speed.fast 0.75x min uphill speed 1.5x max horizontal speed 2.25x max downhill speed deployablezipline.speed.ridiculous 5x max speed deployablezipline.speed.ludicrous 10x max speed Commands This plugin provides both chat and console commands using the same syntax. When using a command in chat, prefix it with a forward slash: /. zipline buy -- Purchases a Zipline Tool. Requires the deployablezipline.buy.tool permission. By default, it costs 100 scrap. zipline buycable <amount> -- Purchases Zipline Cable. Requires the deployablezipline.buy.cable permission. By default, it costs 1 scrap. zipline toggle -- Enables or disables bidirectional mode for ziplines you deploy after running this command. Alternatively, you can press MMB (middle mouse button) while wielding a Zipline Tool. To use this command, you must have permission to a Zipline Tool profile that allows bidirectional ziplines. zipline protect -- Enables or disables protection of ziplines you deploy after running this command. Requires the deployablezipline.protect permission. A protected zipline does not decay, and can only be picked up by players who have the deployablezipline.protect permission. Configuration The settings and options can be configured in the DeployableZipline file under the config directory. The use of an editor and validator is recommended to avoid formatting issues and syntax errors. Zipline tool Zipline Tool -- Determines which item is considered the Zipline Tool. This item can also be used to pick up ziplines when Pickup restrictions > Require hammer or zipline tool to pick up zipline is set to true. Players may purchase this tool with the zipline buy command if they have the deployablezipline.buy.tool permission. Item short name -- The short name of the Zipline Tool item. Must be an equippable item. Default: "crossbow". Item skin ID -- The skin ID of the Zipline Tool item. Default: 2793006815. Purchase info Cost -- Determines the cost to purchase the Zipline Tool. Item short name -- The short name of the currency item. Default: "scrap". Item skin ID -- The skin ID of the currency item. Set to 0 to require an unskinned currency item. Default: 0. Amount -- The amount of currency required to purchase the Zipline Tool. Default: 100. Use Economics (true or false) -- Set to true to require Economics currency instead of item currency. Default: false. Use Server Rewards (true or false) -- Set to true to require Server Rewards currency instead of item currency. Default: false. Attachment item short names -- Determines which attachments will be added to the Zipline Tool when purchased. Only applies to weapons that can have attachments. Default: ["weapon.mod.holosight", "weapon.mod.lasersight"]. Zipline cable Zipline Cable -- Determines which item is considered Zipline Cable. Note: You can independently configure the condition loss of the Zipline Tool if you want to consume the tool itself. Item short name -- The short name of the item. Default: "rope". Item skin ID -- The skin ID of the cable item. Default: 2793158547. Cost -- Determines the cost to purchase Zipline Cable. Item short name -- The short name of the currency item. Default: "scrap". Item skin ID -- The skin ID of the currency item. Set to 0 to require an unskinned currency item. Default: 0. Amount -- The amount of currency required to purchase Zipline Cable. Default: 1. Use Economics (true or false) -- Set to true to require Economics currency instead of item currency. Default: false. Use Server Rewards (true or false) -- Set to true to require Server Rewards currency instead of item currency. Default: false. Pickup restrictions Pickup restrictions -- Determines under which circumstances players may pick up ziplines. Require hammer or zipline tool to pick up zipline (true or false) -- Set to true to require the player to be holding a hammer or the Zipline Tool to pick up a zipline. This only applies to ends of the zipline that use the spear item, since the Tesla Coil end already requires a hammer to pick up. Default: true. Allow pickup while building blocked at other end (true or false) -- Set to true to allow players to pick up a zipline from one end, while they are building blocked at the other end of the zipline. Default: true. Note: Regardless of this option, players may not pick up a zipline from an end where they are building blocked. Effects Effects -- Determines the effects that are played when using the Zipline Tool, or when trying to pick up a zipline. Tool impact (player only) -- Plays when the player hits a surface with the Zipline Tool. Only the Zipline Tool wielder will witness the effect. This provides feedback to the player so they can see where they hit. Tool failed (player only) -- Plays when the player tries to use the Zipline Tool but experiences an error. Only the Zipline Tool wielder will witness the effect. The wielder may experience an error for many reasons, such as being Building Blocked, or due to having insufficient Zipline Cable. Tool used -- Plays when the player successfully places either end of zipline using the Zipline Tool. Other players will witness the effect. Deploy succeeded -- Plays when the player successfully deploys a zipline using the Zipline Tool. Plays on both ends of the zipline. Other players will witness the effect. Pickup failed (player only) -- Plays when the player fails to pick up a zipline due to being Building Blocked. Only the Zipline Tool wielder will witness the effect. Zipline Tool permission profiles Zipline Tool permission profiles - Zipline Tool profiles allow you to define complex rulesets depending on a user's Oxide permissions. You may define unlimited profiles, but at most one will be assigned to each player. Profiles toward the end of the list have highest priority. Permission suffix -- Determines the permission that you must grant to assign the profile to a player or group. For example, set this to "fun" to produce the permission deployablezipline.profile.fun. Allow tool while building blocked (true or false) -- Determines whether the player may use the Zipline Tool while they are standing in a location where they are Building Blocked. Allow bidirectional ziplines (true or false) -- Determines whether the player is allowed to place bidirectional ziplines. A bidirectional zipline can be mounted from either end. The player can press MMB (Mouse3) to enable/disable bidirectional mode. Zipline min length -- Determines the minimum zipline length that the player can deploy. Zipline max length -- Determines the maximum zipline length that the player can deploy. Zipline max decline angle -- Determines the maximum downward angle of ziplines that the player can deploy. Set to 90.0 to allow the player to deploy ziplines that go straight downward. Set to 0 to only allow ziplines to go across or upward. Zipline max incline angle -- Determines the maximum upward angle of ziplines that the player can deploy. Set to 90.0 to allow the player to deploy ziplines that go straight upward. Set to 0 to only allow ziplines to go across or downward. Zipline max elevation increase -- Determines the maximum delta between the zipline start position and end position. Set to 0 to only allow ziplines to go across or downward. Tool condition loss percent per zipline deployed -- Determines how much condition the Zipline Tool will lose when the player deploys a zipline. Set to 0 to allow unlimited uses. Set to 100 to allow only one use per Zipline Tool. The Zipline Tool will be destroyed when reaching 0 condition. Tool cooldown seconds -- Determines how long the player must wait after deploying a zipline with the Zipline Tool before they can deploy another one. Max ziplines at once -- Determines the maximum number of ziplines that the player may have in the map at once. Cable cost -- Determines how much Zipline Cable will be consumed when deploying a zipline. Cost per meter -- Determines how much Zipline Cable is required per meter. Set to 0 to not require any Zipline Cable. Set to a fraction such as 0.5 to allow each unit of Cable to cover multiple meters. Refund amount per meter on pickup -- Determines how much Zipline Cable is refunded when the player's ziplines are picked up. Set this to the same value as Cost per meter to allow players to recover all their Zipline Cable when picking up a zipline. Set to less than Cost per meter to effectively impose a penalty by refunding less than what was spent. Start point ruleset -- Determines the locations at which the player can place a zipline start point. Allow while building blocked (true or false) -- Determines whether the player can remotely place this end of the zipline at a location where they are Building Blocked, regardless of whether they are standing in a Building Blocked location. Min height above terrain -- Determines how close to terrain the player can deploy this end of the zipline. Set to 0 to allow placing a zipline at terrain level. Max deploy distance -- Determines the maximum distance away from the player that they can place this end of the zipline. Allowed layers -- (Advanced) Determines the Rust object layers to which the player can attach this end of the zipline. The player will not be able to attach a zipline to objects on other layers. Allowed values: Default, TransparentFX, Ignore_Raycast, Reserved1, Water, UI, Reserved2, Reserved3, Deployed, Ragdoll, Invisible, AI, Player_Movement, Vehicle_Detailed, Game_Trace, Vehicle_World, World, Player_Server, Trigger, Player_Model_Rendering, Physics_Projectile, Construction, Construction_Socket, Terrain, Transparent, Clutter, Debris, Vehicle_Large, Prevent_Movement, Prevent_Building, Tree, Unused2. Disallowed topology -- (Advanced) Determines the types of Terrain Topology to which the player cannot attach this end of the zipline. Set to [] to allow all types of Terrain Topology. Allowed values: Field, Cliff, Summit, Beachside, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Monument, Road, Roadside, Swamp, River, Riverside, Lake, Lakeside, Offshore, Rail, Railside, Building, Cliffside, Mountain, Clutter, Alt, Tier0, Tier1, Tier2, Mainland, Hilltop. End point ruleset -- Determines the locations at which the player can place the zipline end point. Same options as Start point ruleset. Zipline decay settings -- Determines how quickly deployed ziplines decay while outside of Tool Cupboard range. Note: Only one end of the zipline must be within Tool Cupboard range to protect it from decay. Also, instead of taking damage, the zipline will simply disappear when the decay time has elapsed. Enabled (true or false) -- Determines whether decay is enabled. Default: true. Decay minutes -- Determines how long a zipline is protected from decay after being deployed, or after nearby Tool Cupboards are removed. Default: 60. No Escape integration -- Determines whether the player can use the Zipline Tool while Raid Blocked or Combat Blocked, as determined by the No Escape plugin. Allow tool while raid blocked (true or false) -- Set to false to prevent the player from using the Zipline Tool while they are Raid Blocked. Allow tool while combat blocked (true or false) -- Set to false to prevent the player from using the Zipline Tool while they are Combat Blocked. Speed permission profiles Speed permission profiles -- Speed profiles allow you to configure how quickly players move along ziplines, depending on the Oxide permissions of the player riding it. You may define unlimited speed profiles, but at most one will be assigned to each player. Speed profiles toward the end of the list have highest priority. Permission suffix -- Determines the permission that you must grant to assign the speed profile to a player or group. For example, set this to "balanced" to produce the permission deployablezipline.speed.balanced. Move speed -- Determines the max speed that applies when the player is not holding the forward key. Bonus move speed -- Determines the additional max speed that applies when the player is holding the forward key. This value is added on top of Move speed to determine the total max speed. Acceleration time (seconds) -- Determines how many seconds it will take the player to reach max speed after mounting the zipline. Downhill speed bonus -- Determines how much to increase speed while going downhill. Percent increase per angle degree -- Example: While this is set to 1.0, going downhill at a 45° angle will increase max speed to 145%. Max speed percent -- Example: while Percent increase per angle degree is set to 1.0, and while this is set to 130.0, going downhill at a 45° angle would increase speed to only 130% instead of to 145%. Uphill speed penalty -- Determines how much to decrease speed while going uphill. Percent decrease per angle degree -- Example: While this is set to 1.0, going uphill at a 45° angle will decrease max speed to 55%. Min speed percent -- Example: While Percent decrease per angle degree is set to 1.0, and while this is set to 70.0, going uphill at a 45° angle would decrease speed to only 70% instead of 55%. Localization The default messages are in the DeployableZipline file under the lang/en directory. To add support for another language, create a new language folder (e.g. de for German) if not already created, copy the default language file to the new folder and then customize the messages.$9.99 -
Version 1.0.3
206 downloads
Dive into the magic of the New Year's Eve mood in Rust with our brand-new plugin! I am excited to introduce you to the Jet Sled — the ultimate vehicle for those who crave speed and are ready for thrilling adventures. Now, you can race across the snowy landscapes and through the clouds on a sleigh equipped with a powerful jet engine! Don't miss out on the chance to experience this one-of-a-kind mode of transportation and bring joy to yourself and your friends as the New Year approaches! By default, the config contains two presets of sledges, which you can give to the player with a console command or sell in the store. Each preset can be configured independently: Christmas preset: Default preset: Chat commands (admin only) /spawnsled PresetName - spawn the sled in your position /givesled PresetName - give the sled to yourself Console commands (RCON only) givesled PresetName userID - give the sled to the player Plugin Config en – example of plugin configuration in English ru – example of plugin configuration in Russian Check out the rest of my work: Adem's Codefling Library You can reach out to me in Discord: Adem's Discord Profile Join the Mad Mappers Discord!$9.99- 24 comments
- 1 review
-
- 8
-
- #christmas
- #new year
- (and 11 more)
-
Version 1.1.5
991 downloads
Allow players to place ziplines! The plugin will add various types of ziplines to your server, for each of which you can adjust the speed, the maximum distance between points, the color of the cable and even the ability to go up! Just install two fasteners and they are automatically connected by a cable. To start moving, look at the rack and press E. f there is an obstacle on the way, the player will fall. The cable can be of various colors: red, black, blue, yellow or green! You can configure the spawn of different presets of ziplines in different crates or add items from the config to your server store! Permissions pocketzipline.give - allows you to give a zipline to yourself and other players Chat commands /givezipline <ZiplinePresetName> <amount> - give a zipline to yourself. Console commands givezipline <ZiplinePresetName> <amount> - give a zipline to yourself; givezipline <ZiplinePresetName> <amount> <userId> - give a zipline to player (Suitable for RCON); Config en - example of plugin configuration in English ru - example of plugin configuration in Russian$14.99 -
Version 1.0.6
421 downloads
I introduce to you a brand new plugin to make custom and configurable use of the new addition of parachutes to the game of Rust! This plugin will add the ability for players on your server to use a Paraplane! Paragliders have the ability to gain altitude with the help of an engine on the player's back, as well as gain more speed in comparison with a parachute. You can create a great number of paraglider presets that can differ in HP, Speed, Drag, Fuel Consumption, and more! This plugin will give you the opportunity to create countless presets, your imagination is one of the only limitations! You can create parachute presets without an engine, where you can also configure and customize the default and additional parachutes that can appear in your loot tables. Paraplanes and Custom Parachutes can be given to yourself or players with the use of commands, or you can add them to any of your existing loot tables! The plugin comes with configuration options to place them in whatever loot tables you decide. Paraglider control The control of the paraglider completely coincides with the control of the parachute. To climb, hold down the [S] key and the engine key [SHIFT]. By default, to turn on the engine, the player needs to have fuel in the inventory. Chat commands (only for administrators) - /giveparaplane <paraplanePresetName> Console commands (RCON only) - giveparaplane <paraplanePresetName> <userid> <amount> Config - plugin_en – example of plugin configuration in English - plugin_ru – example of plugin configuration in Russian My Discord: Adem#9554 Join the Mad Mappers Discord here! Check out more of my work here!$14.99- 15 comments
- 4 reviews
-
- 4
-
- #parachute
- #vehicle
- (and 10 more)
-
Version 1.1.1
917 downloads
This plugin will add a biplane to your server! You can configure its spawn on any monuments, give it as an item, and also put it up for sale in a custom AirWolf store, which is included in the plugin. The biplane can shoot rockets and drop bombs! In the plugin, you can create various configurations of biplanes, in which you can change their speed and power, set the number of slots in the box, allow or prohibit firing rockets and bombing, etc. The biplane can be placed on a standard carlift, in which the engine can be replaced or the aircraft repaired. Сontrol W – thrust; Mouse – direction; A/D – cren axis; Left mouse button – rocket shot; Right mouse button – dropping the bomb; Chat commands: /biplanemonument – adds the monument you are on in the plugin config; /biplanemonumentpoint – adds a random spawn point to the monument you are on; /biplaneseller – sets the spawn point of the seller on the monument you are on; /biplanesellerpoint – sets the spawn point of the biplane after purchase on the monument you are on; /givebiplane <itempresetname> – give yourself a biplane item. /biplanecustomspawnpoint - adds a custom biplane spawn point in your position Console commands givebiplane <itempresetname> – give yourself a biplane item; givebiplane <itempresetname> <userid> – give a biplane to player. Plugin Config en – example of plugin configuration in English ru – example of plugin configuration in Russian My Discord: Adem#9554 Join the Mad Mappers Discord here! Check out more of my work here!$19.99 -
Version 1.5.1
4,132 downloads
This plugin will allow players with permission to spawn police vehicles. This is perfect for any RP server. Current vehicles available are police car, police transport vehicle, police miniheli, police scrap transport helicopter and police boat. Each player may only have one vehicle spawned and in use at once, this is to stop players crashing the server. If the player has the permission for unlimited vehicles then they can spawn an unlimited amount, to remove a vehicle if the player has the unlimited permission they must look at the vehicle they wish to remove and use the removal vehicle command, if the player only has the use permission then they do not need to look at the vehicle. Each vehicle will spawn with an amount of fuel set in the configuration file. The siren is a new feature which uses web radio to function, some issues have been found where the siren stops or gets stuck in a loop, this is due to the radio station not the plugin as it is hosted for free as this is a free plugin, the station can be changed in the config if you would like to set up your own siren sound or a premium station. Any issues found can be resolved by stopping and starting the radio if you do not want to set up your own station. Permission required for player to use plugin: PoliceVehicles.use Permission required to allow player to spawn unlimited vehicles: PoliceVehicles.unlimited Commands: "/policecar" spawns police car "/policetransport" spawns police transport vehicle "/policeheli" spawns police minicopter "/policehelilarge" spawns police scrap transport helicopter "/policeheliattack" spawns police attack helicopter "/policeboat" spawns police boat "/policetugboat" spawns police tugboat with doors, locks, CCTV station, Phones and Cells "/policesnowmobile" spawns police snowmobile "/policetrain" spawnss a police train (must be looking at train tracks and no other trains blocking spawn position) "/removevehicle" destroys players current vehicle, allowing them to spawn an new/different one Configuration file: { "Police car fuel amount on spawn": 500, "Police transport vehicle fuel amount on spawn": 500, "Police snowmobile vehicle fuel amount on spawn": 500, "Police heli fuel amount on spawn": 500, "Police heli large fuel amount on spawn": 500, "Police attack heli fuel amount on spawn": 500, "Police boat fuel amount on spawn": 500, "Police tugboat fuel amount on spawn": 500, "Police train fuel amount on spawn": 500, "Lock police car engine parts": true, "Lock police transport vehicle engine parts": true, "Police car engine parts tier": 3, "Police Transport engine parts tier": 3, "Lock police car fuel": true, "Lock police transport fuel": true, "Lock police snowmobile fuel": true, "Lock police heli fuel": true, "Lock police heli large fuel": true, "Lock police boat fuel": false, "Lock police train fuel": true, "Police Heli spawn spotlight": true, "Police Boat spawn spotlight": true, "Broadcast message when vehicles spawn": false, "Siren radio station": "http://stream.zeno.fm/7cyp2kaxhchvv" } Requires Spawn Modular Car plugin for police car and police transport vehicle: https://umod.org/plugins/spawn-modular-car Optionally Vehicle Deployed Locks can be installed which allows all vehicles to spawn with codelocks https://umod.org/plugins/vehicle-deployed-locksFree -
Version 1.2.0
34 downloads
VehicleBoxes is a plugin that expands the vehicle storage system in the game. It allows players to attach and remove storage boxes from vehicles to create additional storage space and improve the overall utility of the vehicle. The plugin aims to improve the game experience in Rust by providing more flexibility in vehicle usage. It adds an extra layer of customization and practicality to vehicles, making them even more valuable objects in the game. Features: - Add Boxes: Players can add storage boxes to supported vehicles. - From version 1.2.0: you have the option to store a standard skinid - Remove Boxes: Players can remove added boxes from vehicles. - Vehicle Support: Currently supports Minicopter and Scrap Transport Helicopter. - Permission System: Ensures that only authorized players can add or remove boxes. - Configurable: Customizable box prefab and positioning for different vehicle types. Commands: /addbox Adds a storage box to the vehicle the player is looking at. /removebox Removes the storage box from the vehicle the player is looking at. Permissions: vehicleboxes.addbox Allows players to add boxes to vehicles. vehicleboxes.removebox Allows players to remove boxes from vehicles. Configuration: The plugin settings can be adjusted in the VehicleBoxes.json file in the config folder. Here you can change properties like the box prefab and the position/rotation for different vehicle types. { "BoxPrefab": "assets/prefabs/deployable/woodenbox/woodbox_deployed.prefab", "BoxSkinId": 3107710831, "VehiclePositions": { "assets/content/vehicles/minicopter/minicopter.entity.prefab": { "Position": { "x": 0.0, "y": 0.31, "z": -0.57 }, "Rotation": { "x": 0.0, "y": 90.0, "z": 0.0 } }, "assets/content/vehicles/scrap heli carrier/scraptransporthelicopter.prefab": { "Position": { "x": -0.5, "y": 0.85, "z": 1.75 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } } } } Multilingual Support: The plugin supports multiple languages. Language files are located in the lang folder and can be edited or expanded as needed. Currently supported languages: default: EN DE | FR | ES | IT | TR | RU | UK Please note that the language files were translated using the DeepL Language Tool load, run, enjoy$2.99- 3 comments
- 1 review
-
- #boxes
- #vehiclebox
-
(and 3 more)
Tagged with:
-
Version 0.3.2
274 downloads
Manage vehicles' fuel consumption, amount of fuel they spawn with and lock their fuel containers. The default config includes a list of every vehicle that currently exists in Rust with its default fuel consumption values. Engine components will not wear out if "LockContainer" is set to true for EngineModules. Configuration { "Vehicles": { "attackhelicopter.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": 0.5, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "minicopter.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": 0.5, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "scraptransporthelicopter": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": 0.5, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "rowboat": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": 0.1, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "rhib": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": 0.25, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "submarinesolo.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.025, "MaxFuelPerSecond": 0.13 }, "submarineduo.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.03, "MaxFuelPerSecond": 0.15 }, "hotairballoon": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": 0.25, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "snowmobile": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.03, "MaxFuelPerSecond": 0.15 }, "tomahasnowmobile": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.03, "MaxFuelPerSecond": 0.15 }, "4module_car_spawned.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "3module_car_spawned.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "2module_car_spawned.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": null, "MaxFuelPerSecond": null }, "motorbike": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.03, "MaxFuelPerSecond": 0.15 }, "motorbike_sidecar": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.03, "MaxFuelPerSecond": 0.15 }, "magnetcrane.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.06668, "MaxFuelPerSecond": 0.3334 }, "workcart.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.025, "MaxFuelPerSecond": 0.075 }, "workcart_aboveground.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.025, "MaxFuelPerSecond": 0.075 }, "workcart_aboveground2.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.025, "MaxFuelPerSecond": 0.075 }, "locomotive.entity": { "StartingFuel": 0, "LockFuelContainer": false, "FuelPerSecond": null, "IdleFuelPerSecond": 0.035, "MaxFuelPerSecond": 0.1 } }, "ModularCarsSpawnFullHealth": false, "EngineModules": { "1module_cockpit_with_engine": { "PartsTier": 0, "LockContainer": false, "IdleFuelPerSecond": 0.025, "MaxFuelPerSecond": 0.08 }, "1module_engine": { "PartsTier": 0, "LockContainer": false, "IdleFuelPerSecond": 0.04, "MaxFuelPerSecond": 0.11 } } }$6.00 -
Version 0.1.3
229 downloads
The plugin displays the vehicle's fuel level in the status bar. Depends on AdvancedStatus plugin. The ability to display the vehicle's fuel level(gauge) in the status bar; The ability to notify when a low fuel level is reached; 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 set a color for each percentage of fuel. { "Fuel indicator refresh interval in seconds": 5.0, "Notifications - The percentage(0.0 to 1.0) of fuel at which notifications will occur. A value of 0 disables this": 0.2, "Notifications - The effect that will be triggered upon a warning. Choose the effect carefully! An empty string disables the effect call": "assets/prefabs/locks/keypad/effects/lock.code.denied.prefab", "Status. Bar - Height": 26, "Status. Bar - Order": 1, "Status. Background - Color(Hex or RGBA)": "#FFFFFF", "Status. Background - Transparency": 0.15, "Status. Background - Material(empty to disable)": "", "Status. Image - Url": "https://i.imgur.com/LP54lLZ.png", "Status. Image - Local(Leave empty to use Image_Url)": "FuelStatus_Fuel", "Status. Image - Sprite(Leave empty to use Image_Local or Image_Url)": "", "Status. Image - Is raw image": false, "Status. Image - Color(Hex or RGBA)": "#E2DBD6", "Status. Image - Transparency": 0.55, "Status. Text - Size": 15, "Status. Text - Color(Hex or RGBA)": "#E2DBD6", "Status. Text - Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Status. Text - Offset Horizontal": 7, "Status. Progress - Transparency": 0.8, "Status. Progress - OffsetMin": "25 2.5", "Status. Progress - OffsetMax": "-3.5 -3.5", "Status. Progress - Zero Text Size": 12, "Status. Progress - Zero Text Color(Hex or RGBA)": "#F70000", "List of Gauge Indicators": [ { "MinRange": 0.0, "MaxRange": 0.2, "Color(Hex or RGBA)": "#F70000" }, { "MinRange": 0.2, "MaxRange": 0.6, "Color(Hex or RGBA)": "#F7BB00" }, { "MinRange": 0.6, "MaxRange": 1.0, "Color(Hex or RGBA)": "#B1C06E" } ], "Version": { "Major": 0, "Minor": 1, "Patch": 3 } } The values of MaxRange and MinRange set the range of values over which the color applies. The values for MaxRange and MinRange must be between 0.0 and 1.0 (inclusive), where 0.0 equals 0%, and 1.0 equals 100%. The value of MaxRange must be equal to the value of MinRange of the previous. EN: { "MsgProgressZero": "Out of fuel, refill required!", "MsgFuelLow": "Warning: Fuel level is low!" } RU: { "MsgProgressZero": "Нет топлива!", "MsgFuelLow": "Внимание: уровень топлива низкий!" }$3.99