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About Me

  1. Version 1.2.2

    228 downloads

    Allows both PVE and PVP players to exist on a server at the same time. PVE players will have certain configurable protections and restrictions. You can have players use a command to flag themselves as PVP/PVE or you can assign it to them when they first spawn. If you have ZoneManager you can also designate specific zones to force player's to be PVE or PVP. Plugin is also compatible with SimpleStatus. Note: Video is outdated, see documentation for a full list of new features! Documentation: A full readme including permissions, commands, and config options is available in this google doc link. Disclaimer: Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase! Extension Plugins: War Mode Admin Panel Use the /warmode.config or /wmc command to open a panel that allows admins to update mode rules in game without having to reload the pluign. Requires the warmode.admin permission to use. WarModeAdminPanel.cs War Mode Spawn UI Provides a UI that is shown to players when they first spawn that prompts them to choose whether they want to be PVP or PVE. Also supports custom modes. Localization and config options available. This can also be configured to appear when players use the /flag command. WarModeSpawnUI.cs War Mode Rules UI Using the /rules command (which is configurable) players can see a list of what restrictions they have for their current mode. These ruling will update dynamically based on your config settings. WarModeRulesUI.cs
    $24.99
  2. Iftebinjan

    SimplePVE

    Version 1.2.6

    1,725 downloads

    SimplePVE is exactly what it says. An easy simple PVE plugin for your server to modify or change PVE rules individually & now also have a Simple Cui to control PVE rules and Create or edit Schedules. Control PVE Rules from in-game or in the config Easy to understand each individual Rules Create PVP Schedules Discord Embed Messages on PurgeStart or End Many more features are added every update • /simplepve - Use to enable or disable pve toggle • /sprules - Use to Open a Cui to control PVE Rules & Creating Schedules • simplepve.admin - Required to enable or disable SimplePVE • simplepve.adminloot - Required to view Loots • simplepve.admindamage - Required for Admin damages to any entity void OnSPVEPurgeStarted void OnSPVEPurgeEnded TimeSpan GetPVPStartTimeRemaining TimeSpan GetPVPEndTimeRemaining Check Out My Other plugins as Well
    $14.99
  3. Mevent

    Capture Zone

    Version 1.1.4

    45 downloads

    Adds a new event to the server - zone capture. If you gather resources on the territory of the occupied zone, a commission is removed from you and falls into the "capture cupboard". Features: Markers on the map Spawn in crates/barrels Percentage setting with permissions Setting limits with permissions Bypass setting (for teammates, friends, clanmates, cupboard) Commands give.capturezone [target] [amount] - gives out a cupboard for capturing a zone Permissions capturezone.ignore - allows you not to pay resources for tax Video Config { "Work with Notify?": true, "Zone Radius": 40.0, "Permission (ex: capturezone.use)": "", "Item Settings": { "DisplayName": "Zone Сapture", "ShortName": "cupboard.tool", "SkinID": 2767790029 }, "Marker": { "Enabled": true, "Display Name": "Zone by {owner}", "Radius": 0.3, "Refresh Rate": 3.0, "Duration": 0, "Color 1": "#EA9999", "Color 2": "#A73636FF" }, "Drop Settings": { "Enabled": true, "Drop Settings": [ { "Prefab name": "assets/bundled/prefabs/radtown/crate_normal.prefab", "Min amount": 1, "Max amount": 1, "Chance": 50.0 }, { "Prefab name": "assets/bundled/prefabs/radtown/loot_barrel_2.prefab", "Min amount": 1, "Max amount": 1, "Chance": 5.0 }, { "Prefab name": "assets/bundled/prefabs/radtown/loot_barrel_1.prefab", "Min amount": 1, "Max amount": 1, "Chance": 5.0 } ] }, "Notification during mining in the occupied territory": { "Enabled": true, "Cooldown": 5.0 }, "Percent Settings": { "Default": 20.0, "Permissions": { "capturezone.vip": 25.0, "capturezone.deluxe": 30.0 } }, "Limits Settings": { "Enabled": true, "Default": 3, "Permissions": { "capturezone.vip": 5, "capturezone.deluxe": 7 } }, "Bypass Settings": { "Teammates (Rust in-game system)": true, "Friends": true, "Clanmates": true, "Authorized in the cupboard": true } }
    $19.95
  4. Version 0.1.6

    521 downloads

    A plugin creating a trigger box around Monuments and CargoShips to track entry and exit of players, npcs and entities from it. The list of all monuments can be viewed in the: Vanilla - *SERVER*\oxide\data\MonumentsWatcher\MonumentsBounds.json Custom - *SERVER*\oxide\data\MonumentsWatcher\CustomMonumentsBounds.json Note: MonumentsWatcher is utilized as an API for other plugins. You won't obtain any functionality beyond displaying monument boundaries without an additional plugin. The ability to automatically generate boundaries for vanilla and custom monuments; The ability to automatically regenerate boundaries for monuments on wipe; The ability to automatically adding languages for custom monuments; The ability to manually configure boundaries for monuments; The ability to track the entrance and exit of players, npcs and entities in a Monument and CargoShip; The ability to display boundaries. monumentswatcher.admin - Provides the capability to recreate or display monument boundaries. { "Chat command": "monument", "Use GameTip for messages?": true, "Is it worth recreating boundaries(excluding custom monuments) upon detecting a wipe?": true, "List of tracked types of monuments. Leave blank to track all": [], "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 6 } } Monument bounds example: "airfield_1": { "Center": { "x": 335.881531, "y": 9.936, "z": 2096.53345 }, "CenterOffset": { "x": 0.0, "y": 15.0, "z": -25.0 }, "Size": { "x": 360.0, "y": 60.0, "z": 210.0 }, "Rotation": { "x": 0.0, "y": 44.06058, "z": 0.0 } }, ... Custom Monument bounds example: "exit69": { "MonumentType": 12, "Center": { "x": 336.676483, "y": 47.65218, "z": -39.02194 }, "CenterOffset": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Size": { "x": 100.0, "y": 100.0, "z": 100.0 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } }, ... Note: MonumentType can be found in the Developer API section. ENG: https://pastebin.com/nsjBCqZe RUS: https://pastebin.com/ut2icv9T Note: After initialization, the names of custom monuments will also be added here. rotation - Sets the monument rotation based on the argument or the player's view direction; recreate - Recreating boundaries for all monuments; show - Displays the boundaries of the monument in which the player is located, either by specified ID or key. Example: Rotation: /monument rotation - Rotation of the monument towards the player's head direction, in which the player is located /monument rotation gas_station_1_0 256.5 - Monument rotation with specified arguments: monument ID and Y coordinate Display by monument key(Will display all monuments with such a key): /monument show gas_station_1 Display by monument ID(Will display one monument with the specified ID): /monument show gas_station_1_4 void OnMonumentsWatcherLoaded() Called when the MonumentsWatcher plugin has fully loaded. void OnCargoWatcherCreated(string monumentID, string type) Called when a watcher is created for a CargoShip. void OnCargoWatcherDeleted(string monumentID) Called when a watcher is removed for a CargoShip. void OnMonumentsWatcherLoaded() { Puts("MonumentsWatcher plugin is ready!"); } void OnCargoWatcherCreated(string monumentID, string type) { Puts($"Watcher for monument {monumentID}({type}) has been created!"); } void OnCargoWatcherDeleted(string monumentID) { Puts($"Watcher for monument {monumentID} has been deleted!"); } Entered hooks: void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) Called when a player enters any monument void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) Called when an NPC player enters any monument void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) Called when any other BaseEntity enters any monument void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) { Puts($"{player.displayName} entered to {monumentID}({type}). His previous monument was {oldMonumentID}"); } void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) { Puts($"Npc({npcPlayer.displayName}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) { Puts($"Entity({entity.net.ID}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } Exited hooks: void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) Called when a player exits any monument void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) Called when an NPC player exits any monument void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) Called when any other BaseEntity exits any monument void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) { Puts($"{player.displayName} left from {monumentID}({type}). Reason: {reason}. They are now at '{newMonumentID}'."); } void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) { Puts($"Npc({npcPlayer.displayName}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) { Puts($"Entity({entity.net.ID}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } [PluginReference] private Plugin MonumentsWatcher; There are 13 types of monuments: SafeZone(0): Bandit Camp, Outpost, Fishing Village, Ranch and Large Barn. RadTown(1): Airfield, Arctic Research Base, Abandoned Military Base, Giant Excavator Pit, Ferry Terminal, Harbor, Junkyard, Launch Site; Military Tunnel, Missile Silo, Power Plant, Sewer Branch, Satellite Dish, The Dome, Train Yard, Water Treatment Plant. RadTownWater(2): Oil Rig, Underwater Lab and CargoShip. RadTownSmall(3): Lighthouse, Oxum's Gas Station, Abandoned Supermarket and Mining Outpost. TunnelStation(4) MiningQuarry(5): Sulfur Quarry, Stone Quarry and HQM Quarry. BunkerEntrance(6) Cave(7) Swamp(8) IceLake(9) PowerSubstation(10) WaterWell(11) Custom(12) There are 22 api methods: GetMonumentDisplayName: Used to retrieve the nice name of the monument, considering the player's language. Returns an empty string on failure. To call the GetMonumentDisplayName method, you need to pass 3 parameters: monumentID as a string; userID as either a string or a ulong. You can provide 0 or empty string to get default(eng) language; displaySuffix() as a bool. Should the suffix be displayed in the name if there are multiple such monuments? This parameter is optional. (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.userID, true); (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.UserIDString, true); GetMonumentType: Used to retrieve the monument type. Returns an empty string on failure. To call the GetMonumentType method, you need to pass 1 parameter: monumentID as a string. (string)MonumentsWatcher?.Call("GetMonumentType", monumentID); GetMonumentPosition: Used to retrieve the position of the monument. Returns Vector3.zero on failure. To call the GetMonumentPosition method, you need to pass 1 parameter: monumentID as a string. (Vector3)MonumentsWatcher?.Call("GetMonumentPosition", monumentID); GetMonumentsList: Used to retrieve an array of monumentIDs for all available monuments. (string[])MonumentsWatcher?.Call("GetMonumentsList"); GetMonumentsTypeDictionary: Used to retrieve a dictionary of all available monuments with their types. (Dictionary<string, string>)MonumentsWatcher?.Call("GetMonumentsTypeDictionary"); GetMonumentsByType: Used to retrieve an array of all available monuments by type. To call the GetMonumentsByType method, you need to pass 1 parameter: monument type as a string. (string[])MonumentsWatcher?.Call("GetMonumentsByType", "SafeZone"); GetMonumentPlayers: Used to retrieve a list of players in the monument. Returns null on failure. To call the GetMonumentPlayers method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentPlayers", monumentID); GetMonumentNpcs: Used to retrieve a list of npc players in the monument. Returns null on failure. To call the GetMonumentNpcs method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentNpcs", monumentID); GetMonumentEntities: Used to retrieve a list of entities in the monument. Returns null on failure. To call the GetMonumentEntities method, you need to pass 1 parameter: monumentID as a string. (HashSet<BaseEntity>)MonumentsWatcher?.Call("GetMonumentEntities", monumentID); GetPlayerMonument: Used to retrieve the monumentID of the monument in which the player is located. Returns an empty string on failure. To call the GetPlayerMonument method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string)MonumentsWatcher?.Call("GetPlayerMonument", player); (string)MonumentsWatcher?.Call("GetPlayerMonument", player.userID); GetNpcMonument: Used to retrieve the monumentID of the monument in which the npc player is located. Returns an empty string on failure. To call the GetNpcMonument method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer); (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer.net.ID); GetEntityMonument: Used to retrieve the monumentID of the monument in which the entity is located. Returns an empty string on failure. To call the GetEntityMonument method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string)MonumentsWatcher?.Call("GetEntityMonument", entity); (string)MonumentsWatcher?.Call("GetEntityMonument", entity.net.ID); GetPlayerMonuments: Used to retrieve an array of monumentIDs for the monuments in which the player is located. Returns null on failure. To call the GetPlayerMonuments method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player); (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player.userID); GetNpcMonuments: Used to retrieve an array of monumentIDs for the monuments in which the npc player is located. Returns an null on failure. To call the GetNpcMonuments method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer); (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer.net.ID); GetEntityMonuments: Used to retrieve an array of monumentID for the monuments in which the entity is located. Returns an null on failure. To call the GetEntityMonuments method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity); (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity.net.ID); GetMonumentByPos: Used to obtain the monumentID based on coordinates. Returns an empty string on failure. To call the GetMonumentByPos method, you need to pass 1 parameter: position as a Vector3. (string)MonumentsWatcher?.Call("GetMonumentByPos", pos); Note: This method returns the first encountered monument. Occasionally, there may be multiple monuments at a single point. Therefore, it is recommended to use the GetMonumentsByPos method. GetMonumentsByPos: Used to obtain a string array of monumentIDs based on coordinates. Returns null on failure. To call the GetMonumentsByPos method, you need to pass 1 parameter: position as a Vector3. (string[])MonumentsWatcher?.Call("GetMonumentsByPos", pos); IsPosInMonument: Used to check if the specified position is within the monument. Returns a false on failure. To call the IsPosInMonument method, you need to pass 2 parameters: monumentID as a string; position as a Vector3. (bool)MonumentsWatcher?.Call("IsPosInMonument", monumentID, pos); IsPlayerInMonument: Used to check if the player is in the monument. Returns a false on failure. To call the IsPlayerInMonument method, you need to pass 2 parameters: monumentID as a string; player as a BasePlayer or userID as a ulong. (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player); (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player.userID); IsNpcInMonument: Used to check if the npc player is in the monument. Returns a false on failure. To call the IsNpcInMonument method, you need to pass 2 parameters: monumentID as a string; npcPlayer as a BasePlayer or NetworkableId. (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer); (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer.net.ID); IsEntityInMonument: Used to check if the entity is in the monument. Returns a false on failure. To call the IsEntityInMonument method, you need to pass 2 parameters: monumentID as a string; entity as a BaseEntity or NetworkableId. (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity); (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity.net.ID); ShowBounds: Used to display the monument boundaries to the player. Note: Since an Admin flag is required for rendering, players without it will be temporarily granted an Admin flag and promptly revoked. To call the ShowBounds method, you need to pass 3 parameters: monumentID as a string; player as a BasePlayer; displayDuration as a float. Duration of displaying the monument boundaries in seconds. This parameter is optional. MonumentsWatcher?.Call("ShowBounds", monumentID, player, 20f);
    $1.99
  5. KpucTaJl

    PveMode

    Version 1.2.2

    1,912 downloads

    This plugin does not have its own functionality This plugin is only used as an API for other plugins Creates a configurable PVE mode out of compatible events and plugins Supported Plugins AirEvent HarborEvent WaterEvent Satellite Dish Event Power Plant Event JunkyardEvent Defendable Bases BossMonster BetterNpc Convoy API void EventAddPveMode(string shortname, JObject configJson, Vector3 position, float radius, HashSet<uint> crates, HashSet<uint> scientists, HashSet<uint> tanks, HashSet<ulong> owners, BasePlayer owner) Creates a PVE event mode shortname – name of event configJson – PVE mode configuration (more details below in the description) position – event position on the map radius – radius of the event zone crates – list of all event crates (including locked crates) scientists – list of all NPCs active during event tanks – list of all Bradley events owners – list of all event owners (this parameter is necessary if you need to create an event zone several times) owner – event owner (this parameter is required if you need to run an event with the owner) void EventRemovePveMode(string shortname, bool addCooldownOwners) Removes PVE mode for the event shortname – name of event addCooldownOwners – should there be a cooldown for all event owners if this parameter is active in the PVE mode configuration? (this parameter is necessary if you need to create an event zone several times and issue a cooldown only in the last iteration) void EventAddCrates(string shortname, HashSet<uint> crates) Adds crates to the event if active in PVE mode shortname – name of event crates – list of event crates to be added (including locked crates) void EventAddScientists(string shortname, HashSet<uint> scientists) Adds NPCs to the event if active in PVE mode shortname – name of event scientists – list of added event NPCs to be added void EventAddTanks(string shortname, HashSet<uint> tanks) Adds Bradley to the event if active in PVE mode shortname – name of event tanks – list of added Bradleys event to be added HashSet<ulong> GetEventOwners(string shortname) Returns a list of SteamID for all of the Event Owners during the operation of an event shortname – name of event ulong GetEventOwner(string shortname) Returns the SteamID of the current Event Owner (if there is no Event Owner, it returns 0) shortname – name of event void SetEventOwner(string shortname, ulong owner) Sets the current Event Owner shortname – name of event owner – SteamID of the player HashSet<string> GetEventsPlayer(ulong id) Returns a list of event zones where the player is located id - SteamID of the player Dictionary<string, double> GetTimesPlayer(ulong id) Returns a list of events and the time when the player participated in the event the last time id - SteamID of the player PVE Mode Configuration float Damage – The amount of damage that the player has to do to become the Event Owner HashSet<ScaleDamageConfig> ScaleDamage – Damage coefficients for calculation to become the Event Owner bool LootCrate – Can other players and teams loot the crates if not Event Owner or their team? [true/false] bool HackCrate – Can other players and teams hack locked crates if not Event Owner or their team? [true/false] bool LootNpc – Can other players and teams loot NPC corpses if not Event Owner or their team? [true/false] bool DamageNpc – Can other players and teams deal damage to the NPC if not Event Owner or their team? [true/false] bool DamageTank – Can other players and teams do damage to Bradley if not Event Owner or their team? [true/false] bool TargetNpc – Can an Npc attack other players and teams if not Event Owner or their team? [true/false] bool TargetTank – Can Bradley attack other players and teams if not Event Owner or their team? [true/false] bool CanEnter – Allow other players and teams to enter the Event Zone if not Event Owner or their team? [true/false] bool CanEnterCooldownPlayer – Allow a player who has an active cooldown as the Event Owner to enter the event zone? [true/false] int TimeExitOwner – The time that the Event Owner can leave the Event Zone and retain title [sec.] int AlertTime – The Warning time until Event Owner status will end [sec.] bool RestoreUponDeath – Prevent RestoreUponDeath plugin from functioning in the Event Zone? (Player will drop gun and inventory when in Event Zone) [true/false] double CooldownOwner – Cooldown timer for Event Owner until they can achieve the title again, after the end of an event where the player was its owner [sec.] int Darkening – Darkening of the dome (0 – disables the dome) Example: JObject config = new JObject { ["Damage"] = 500f, ["ScaleDamage"] = new JArray { new JObject { ["Type"] = "NPC", ["Scale"] = 1f }, new JObject { ["Type"] = "Bradley", ["Scale"] = 2f } }, ["LootCrate"] = false, ["HackCrate"] = false, ["LootNpc"] = false, ["DamageNpc"] = false, ["DamageTank"] = false, ["TargetNpc"] = false, ["TargetTank"] = false, ["CanEnter"] = false, ["CanEnterCooldownPlayer"] = true, ["TimeExitOwner"] = 300, ["AlertTime"] = 60, ["RestoreUponDeath"] = true, ["CooldownOwner"] = 86400, ["Darkening"] = 12 }; Chat commands EventsTime - shows the player a list of how much time has passed since participating in the event the last time Console commands (RCON only) ClearTimePveMode {steamid} - clears the list of the time when the player with SteamID ({steamid}) participated in the event the last time My Discord: KpucTaJl#8923 Join the Mad Mappers Discord here! Check out more of my work here!
    $15.00
  6. Version 1.0.200

    8 downloads

    Teleport sleepers to a random position within a range of coordinates Choose between 3 types of target areas - Circle, Square, Zone [Features] ✯ Can manually set Min/Max range for (X,Y,Z) teleport location (square area) ✯ Can set radius range for teleport location (circle area) ✯ Can set Zone ID for teleport location (Zone Manager Required) ✯ Can use Zone radius for teleport location (Zone Manager Required) ✯ Can Set auto height option so players spawn at ground level ✯ Option to adjust offset height above ground ✯ Can set to auto scan/teleport sleepers on plugin loading or player disconnect ✯ Chat/Console command to scan/teleport sleepers ✯ Option to ignore players within authorized TC range ✯ Chat command to show your current (X,Y,Z) location ✯ Option to teleport players back to previous location on reconnect ✯ Chat command to return all sleepers to previous location [Commands] - Default Chat/Console Commands All commands require server admin permissions [Chat] ✯ /scansleepers - scans for sleepers outside of coordinates and teleports them ✯ /scansleepers true - scan all sleepers and force teleports them ✯ /returnsleepers - returns all sleepers to their old location ✯ /scanme - posts your current (X,Y,Z) location in chat and console ✯ /marker <#> - Set marker (#) to your current location (1 - 4 required) ✯ /marker save - Saves current settings and markers ✯ /marker show - Lists all 4 (X,Y,Z) markers in chat ✯ /marker range - Lists current min/max (X,Y,Z) settings for teleport ✯ /marker update - Generates min/max (X,Y,Z) values from markers 1 - 4 if available ✯ /stsetting <setting> <value> - changes the selected setting to the value you enter [Settings] on - enables sleeper teleporter (no value needed) off - disables sleeper teleporter (no value needed) save - saves settings/markers (no value needed) kill - requires value (on/off) - If on this will kill sleepers outside of TC range instead of teleporting them disconnect - requires value (on/off) - turns on/off teleport player on disconnect reconnect - requires value (on/off) - turns on/off teleport player back on reconnect autoheight - requires value (on/off) - let the plugin determain height by terrain height - requires value (#) - adds x value to the height when teleporting tcblock - requires value (on/off) - blocks players within auth TC range from being teleported areatype - requires value (circle/square) - sets the target area to use radius or all 4 markers radius - requires value (#) - sets the target area radius around marker #1 retry - requires value (#) - sets the teleport retry limit when target location is blocked or invalid zone - requires values: [Zone Manage Options] * on/off - set teleport location to use ZoneManager * id - requires value (#) - sets the zone id to use from zone manager * radius - requires value (on/off) - on use zone radius or off use config radius [Console:] ✯ scansleepers - scans for sleepers outside of coordinates and teleports them ✯ scansleepers true - scan for sleepers and force teleports them NOTES: * If using circle area type only marker 1 will be used and radius must be set * If using square area type you must set all 4 markers * Report all issues or bugs in our discord Sleeper Teleporter Setup Instructions: You must have server admin auth to use commands. These instructions are shown using the default commands, if you change the chat commands the prefix will be that command. Choose the area type for teleport location you want to use. A) Square B) Circle C) Use Zone Manager Depending on your chosen area type you must follow the correct setup for the location to work properly. There are other options you can use for all area types: /stsetting tcblock on/off - blocks players within auth TC range from being teleported /stsetting disconnect on/off - teleport player to area when they disconnect /stsetting reconnect on/off - teleport player back to last location when reconnecting Area Type Options & Setup: A) Square: 1. Set the area type to square by typing "/stsetting areatype square" in chat 2. Stand in each corner 1 at a time and type the "/marker 1-4" commands for each corner. The order does not matter 3. Once all 4 markers are set then use chat command "/marker update" to allow the system to generate the min/max location values 4. Then save all current markers and settings by typing "/marker save" in chat 5. Now you must define the limits in the square area. Set the height to auto/random & height adjustment /stsetting autoheight on/off - on will detect terrain height and place player on the ground, off will use random height from the 4 markers /stsetting height # - adds x to the height to make sure players do not spawn in foundations B) Circle: 1. Set the area type to circle by typing "/stsetting areatype circle" in chat 2. Stand in the center of the area you want to use and type "/marker 1" in chat 3. Set the radius of the location "/stsetting radius #" - change # to the value you want 4. Now you must define the limits in the circle area. Set the height to auto, adjusted, or random /stsetting autoheight on/off - turn on/off auto height /stsetting height # - adds x to the height to make sure players do not spawn in foundations C) Use Zone Manager: 1. Set the area type to circle by typing "/stsetting areatype circle" in chat 2. Set use zone manager to on - "/stsetting zone on" 3. Set the zone ID for the zone to use "/stsetting zone id #" replace # with the zone ID 4. Set to use zone radius or config radius "/stsetting zone radius on/off" if off will use the radius defined using "/stsetting radius #" Config: Example only { "Settings": { "chatscansleepers": "scansleepers", "chatreturn": "returnsleepers", "chatmylocation": "scanme", "chatmarker": "marker", "chatsetting": "stsetting", "areatype": "circle", "enable": true, "moveonload": false, "moveonconnect": false, "moveondisconnect": true, "radius": 4.0, "x_min": 116, "x_max": 123, "y_min": 21, "y_max": 21, "z_min": 318, "z_max": 326, "autoheight": false, "aboveground": 1, "ignoretcplayers": true, "retry": 5 }, "Markers": { "marker1": { "x": 120.221924, "y": 21.3408051, "z": 322.4336 }, "marker2": { "x": 121.245216, "y": 21.3484211, "z": 326.7593 }, "marker3": { "x": 116.610687, "y": 21.348423, "z": 325.452423 }, "marker4": { "x": 123.968338, "y": 21.348423, "z": 320.143555 } }, "ZoneManager": { "usezone": true, "zoneID": "66592319", "usezoneradius": false } } Language: { "st_001": "My Position: {0}\n X: {1}\n Y: {2}\n Z: {3}\n", "st_002": "{0} has been moved to {1}", "st_003": "Missing marker number - /marker (#)", "st_004": "Marker #{0} has been set for {1}", "st_005": "Marker Locations:\n #1 = {0} \n #2 = {1} \n #3 = {2} \n #4 = {3}", "st_006": "Location Range:\n X = {0} - {1} \n Y = {2} - {3} \n Z = {4} - {5}", "st_007": "Missing Marker: #{0}", "st_008": "Setting/Markers Saved", "st_009": "Sleeper Teleporter is now {0}", "st_010": "Teleport player on {0} is now {1}", "st_011": "missing setting/values - /stsetting <setting> <value>", "st_012": "Auto Height is now {0}", "st_013": "Height adjustment is now {0}", "st_014": "TC Block is now {0}", "st_015": "Teleport Area Type is now {0}", "st_016": "Teleport Area Radius is now {0}", "st_017": "Teleport Retry limit is now {0}", "st_018": "Use Zone Manager is now {0}", "st_019": "Zone ID is now {0}", "st_020": "Zone radius is now {0}" }
    $2.99
  7. Version 1.0.2

    58 downloads

    Displays the name of the zone the player is in. You can customize text, text color, background color, etc. This plugin takes information about zones from zonemanager, all information is saved in a config file, after which you can customize information about these zones, which will be displayed Commands: /rzinfo - update zone information Config file: { "Settings outside the zone": { "Id": "0", "Name": "Outside", "AnchorMin": "0.649 0.041", "AnchorMax": "0.695 0.081", "Color_Background": "0.1 0.1 0.8 0.8", "Color_Text": "1 1 1 1", "TextSize": "16", "TextPlaceHolder": "Outside" }, "Default settings for the new zone": { "Id": "0", "Name": "Default", "AnchorMin": "0.649 0.041", "AnchorMax": "0.695 0.081", "Color_Background": "0.1 0.8 0.1 0.8", "Color_Text": "1 1 1 1", "TextSize": "16", "TextPlaceHolder": "Default" }, "Zones list": [] }
    $4.99
  8. Version 2.1.0

    1,092 downloads

    Automated chat messages based on chat keywords, timer or various other triggers. Plugin comes with an easy to use Admin UI for complete setup, and supports special localization for your messages. You can define messages to be sent only to specific Groups or Permissions, and you can allow players to toggle on/off messages if they do not find them useful. SUPPORTED TRIGGERS If what you need is not here and still falls under the scope of the plugin description, reach out to me Timed | ChatCommand | AutoReply | NewPlayerJoined | PlayerConnected | PlayerDisconnected | PermissionGranted | PermissionRevoked | AddedToGroup | RemovedFromGroup | PlayerDead | CrateHacked | EnteredZone | LeftZone | EnteredMonument | LeftMonument COMMANDS /am.edit - (Admin UI for complete setup) - requires automatedmessages.admin permission /tips - (Player command for toggling on/off messages) command can be changed in the config file MESSAGES LOCALIZATION You can switch between languages in Admin UI to setup localized replies for every language the game supports. Check config section below for how to add languages. Game Tips You can utilize Rust's native game tip UI to show specific messages instead or along with sending it to chat. VARIABLES Variables can be included in the messages text to show further info based on the trigger or player. The plugin also supports https://umod.org/plugins/placeholder-api with the extensive list of variables it brings. {playername} {playerid} - Player steam id {playercountry} {hacklocation} - Specific to messages with type CrateHacked {wipetimeremaining} - Days/Hours till wipe (based on rust convar settings if a missile silo monument is present) {online} - # of players online {sleeping} - # of players sleeping {joining} - # of players joining CONFIG SETTINGS Below are only settings not currently available in Admin UI, highly recommended to edit triggers or actions using /am.edit Chat Icon (Steam Id) - Icon that will be used for all messages sent by the plugin, must be a steam id. Toggle Chat Command - "tips" - Chat command that allows a player to toggle on/off messages. AutoReply Cooldown (in seconds) - Per action cooldown timer when players type a keyword set. ChatCommand Cooldown (in seconds) - Per player cooldown timer when a player types a chat command. ZoneManager Cooldown (in seconds) - Per player cooldown timer on enter or exit zone. MonumentWatcher Cooldown (in seconds) - Per player cooldown timer on enter or exit monument. Replies Server Languages - Languages your server will support. Available options: af, ar, ca, cs, da, de, el, en-PT, en, es, fi, fr, hu, it, ja, ko, nl, no, pl, pt, ro, ru, sr, sv, tr, uk, vi, zh Default Server Language - Fallback language if player client language had no available replies, you must have at least one reply for this language for the action to function. AutoReply `Broadcast to all` option to broadcast to team only if keywords sent from team chat - true/false
    $11.99
  9. Iftebinjan

    Maze

    Version 2.0.1

    160 downloads

    The Maze plugin adds intensive pvp combat within a maze environment. Players navigate through the maze, engaging in intense battles to eliminate opponents and be on top Easy to setup Automation of maze arena Includes Free 2 Maze Arena with pre-setuped arenas Door Animation Multiple arena setup Easy configurable Setup winning rewards Discord Webhook support Need help setting up the arena or customization? Knock me on Discord Setup Commands /maze create <ArenaName> - Create a maze arena where you are standing /maze edit <ArenaName> - Select an arena to edit /maze radius <Number> - Change arena radius /maze wallradius <Number> - Change arena wall radius which is your arena walls radius from center /maze meshheight <Number> - Change arena mesh height is top and bottom from corner mesh /maze location - Change arena location to where you are standing /maze setcorner - Set corner location to where you are standing /maze showmesh - Show created mesh after setting corners /maze copywalls - Copy all the walls in the arena radius and store them /maze pastewalls - Copy all the walls in the arena radius and store them /maze setspawn - Set spawn postion for arena players to teleport /maze spawnclear - Clear all spawn points /maze adddoor - Place an arena door to your standing location /maze removedoor - Remove arena door to your standing location (Radius 5f) /maze cleandoors <ArenaName> - Remove all the arena doors from the arena /maze list - Show all arena and its settings /maze cleanarena - Clears the entire arena /maze delete/remove <ArenaName> - Remove or deletes an arena /maze start <ArenaName> - Starts a Maze(For Testing) Start Commands /mazestart - Starts a random maze from the config if available /mazestart <ArenaName> - Starts the specific arena /mazestop - Stops the running maze event { "Maze Automatic Event": true, "Maze Automatic Event Interval Minimum (In Seconds)": 3600, "Maze Automatic Event Interval Maximum (In Seconds)": 7200, "Maze Minimum player requires to starts Auto": 2, "Maze Automatic Event Random From List": [ "mazeareana", "maze2areana" ], "Maze Event Player Teleport Timer (In Seconds)": 15, "Maze Event Before Notification (In Seconds)": 300, "Maze Event Door Opening Notification (In Seconds)": 300, "Maze Event Door Closing In (In Seconds)": 600, "Maze Event Removing Walls Radius": 10, "Maze Event Shrink Amount": 3, "Maze Event Removing Walls Timer (In Seconds)": 15, "Save old postion to teleport players back when event ends": true, "Teleport winning players after x seconds of maze ends": 300, "Show Kill Streak Messages": true, "Maze Event Door Prefab": "assets/content/structures/interactive_garage_door/sliding_blast_door.prefab", "Maze Walls Item List": [ "assets/prefabs/building/wall.external.high.stone/wall.external.high.stone.prefab" ], "Maze Event Blocked items": [ "grenade.beancan", "grenade.f1", "rock", "rocket.launcher", "ammo.rocket.basic", "ammo.rocket.smoke", "ammo.rocket.hv", "ammo.rocket.seeker", "ammo.rocket.fire", "explosive.satchel", "explosive.timed", "ammo.grenadelauncher.smoke", "ammo.grenadelauncher.buckshot", "ammo.grenadelauncher.he", "grenade.flashbang", "grenade.molotov", "multiplegrenadelauncher", "grenade.smoke" ], "Maze Event Blocked Commands": [ "kit", "trade", "remove", "tpa", "home", "shop", "clan" ], "Maze Map Marker Setting": { "Display Name": "Maze", "Marker Radius": 0.4, "Marker Transparency": 0.75, "Marker Color": "#FFFF00" }, "Maze Rewards": { "Give commmands rewards upon winning the event": true, "Rewards player with higest kill from winning clan": true, "Rewards upon winning({PLAYER})": [ "inventory.giveto {PLAYER} supply.signal 1" ], "Spawn Hackablelocked crates upon winning the event": true, "Spawn Hackablelocked crates amount": 1 }, "Maze Chat Setting": { "Chat Avatar Icon": 0, "Chat Prefix": "<color=#FFFF00>Maze</color> -> ", "Winner Message": [ "<color=#FFD700>Maze Results:</color>", "\n", "Winner -> <color=#FFFF00>{WinningClanName}</color>", "", "{PlayerStats}", "", "<color=#FFD700>Totals:</color> Kills: {ClanTotalKills}, Deaths: {ClanTotalDeaths}, KDR: {ClanTotalKDR}", "Damage: {ClanTotalDamage}, Headshots: {ClanTotalHeadshots}", "", "<color=#FFD700>Aggregate Maze Totals:</color>", "- Total Kills: <color=#FFD700>{TotalKills}</color>", "- Total Damage: <color=#FFD700>{TotalDamages}</color>", "- Number of Participants: <color=#FFD700>{Participents}</color>" ], "Participents Message": [ "<color=#FFD700>Personal Stats</color>", "Kills: <color=#FFD700>{Kills}</color>, Deaths: <color=#FFD700>{Deaths}</color>, KDR: <color=#FFD700>{KDR}</color>, Total Damage: <color=#FFD700>{Damages}</color>, HeadShots: <color=#FFD700>{Headshots}</color>", "Shooting Accuracy: <color=#FFD700>{Accuracy}%</color>, HeadShot Accuracy: <color=#FFD700>{HeadshotAccuracy}%</color>" ], "Maze Event Top Bar Message": [ "<size=25><color=#FFFF00><b>MAZE</b></color></size>", "<size=15><color=#FFFF00><b>{DYNAMIC_TIMER}</b></color></size>", "", "<size=15><color=#FFFF00>{TotalTeams}</color><b> TEAMS REMAINING</b></size>", "<size=15><color=#FFFF00>{TotalPlayers}</color><b> PLAYERS REMAINING</b></size>" ] }, "Discord Setting": { "Enable Discord Webhook": false, "Discord Webhook URL": "", "Discord Webhook Message": [ "**MAZE ARENA**", "", "**Details**", "Total Kills: `{TotalKills}`", "Total Teams: `{TotalTeams}`", "Total Players: `{Participents}`", "", "**Winners**", "**{WinnerClanName}**", " Kills: `{ClanKills}` Deaths: `{ClanDeaths}`", " Headshots: `{ClanHeadshots}` Damages: `{ClanDamages}`", "", "**Members**", "{MembersStats}" ] }, "Auto Maze Arena Setup": { "Start Maze Arena Setup": true, "Auto Arena Setup": { "AutoMaze1": { "Maze Center Item": "skullspikes.candles", "Maze Arena Locate Radius": 100.0, "Maze Arena Wall Radius": 40.0, "Maze Arena Mesh Top & Bottom Height": 50.0, "Maze Spawn Points Item": "woodbox_deployed", "Maze Door Item": "workbench1.deployed", "Maze Corner Item": "mailbox" } } } } OnMazeStarts(string ArenaName, DateTime timeNow) OnMazeWinnerAnnounce(HashSet<ulong> winnerList, DateTime timeNow)
    $40.00
  10. Version 1.1.0

    85 downloads

    Introduction Automatically manages PVP zones for player bases, legacy shelters and tugboats. Features Manages its own Zone Manager zones and maps them as True PVE exclusion zones (Re)creates zones on plugin load and cleans them up on unload Provides tool cupboard based zones: Configurable creation & deletion delays Automatic resizing to always encompass the base as building blocks are added/destroyed, with configurable delay Configurable minimum total base and per-building-block buffer sizes Provides legacy shelter based zones: Configurable zone size Provides tugboat based zones: Configurable zone size Zone moves with the tugboat Optional support for visible zone spheres: Configurable sphere darkness Option to globally network tugboats to prevent spheres from disappearing Optional support for language file based zone creation/deletion and entry/exit notifications Configurable PVP expiration delay on player exit from zones Compatibility Hard dependency on Zone Manager for creating zones. Should work with various PVE plugins - tested with TruePVE and SimplePVE. Configuration Default configuration: { "Zone creation delay in seconds (excludes tugboat)": 60.0, "Zone creation delay notifications (owner only, excludes tugboat)": true, "Zone deletion delay in seconds": 300.0, "Zone deletion delay notifications (all players in zone)": true, "Zone creation/deletion notification prefix": "[PBPZ] ", "Zone exit PvP delay in seconds (0 for none)": 5.0, "Zone sphere darkness (0 to disable, maximum 10)": 0, "Zone entry/exit ZoneManager messages": true, "Zone TruePVE mappings ruleset name": "exclude", "Building settings": { "Building update check delay in seconds": 5.0, "Building zone overall minimum radius": 16.0, "Building zone per-block minimum radius": 16.0 }, "Shelter settings": { "Shelter zone radius": 8.0 }, "Tugboat settings": { "Tugboat force global rendering on/off when spheres enabled (null=skip)": null, "Tugboat force enable buoyancy when forcing global rendering": false, "Tugboat zone radius": 32.0 } } NOTE: The tugboat rendering options should be left at defaults. The options are provided for the case that you are running other plugins that force global networking/rendering for tugboats, which can cause spheres to disappear when a tugboat comes back into client render range.This plugin will automatically attempt to synchronize tugboat sphere networking with each tugboat's networking type when (re)creating the spheres. Developer API Supported API calls: string OnPlayerBasePvpDelayQuery(ulong playerID) Provides the ability to query whether a player has an active PVP delay Returns the triggering zone ID if the referenced player has an active PVP delay Returns an empty string If no PVP delay is active Hooks: void OnPlayerBasePvpDelayStart(ulong playerID, string zoneID) Called when PVP exit delay is applied to a player as a result of their exiting a base zone playerID is the ID of the triggering player zoneID is the Zone Manager zone ID whose exit triggered the delay void OnPlayerBasePvpDelayStop(ulong playerID, string zoneID) Called when PVP exit delay expires from a player playerID is the ID of the triggering player zoneID is the Zone Manager zone ID whose exit triggered the delay Zone Manager / PVE Plugin Integration Zone Manager zones are maintained for all bases, and are mapped to the configured True PVE ruleset (`exclude` by default). This will cause True PVE to treat them as vanilla areas by default, allowing for PVP to take place. Zone names are broken into categories in case you want other plugins to recognize them separately: `PlayerBasePVP:building` for building block bases `PlayerBasePVP:shelter` for legacy wood shelters `PlayerBasePVP:tugboat` for tugboats Developer note: Zone IDs are `PlayerBasePVP:` followed by a unique identifier. Background Player Base PVP Zones is meant for hybrid PVP servers that want to allow online raiding. It is meant to complement Dynamic PVP which only provides zones for monuments and events. Zone Manager is a hard requirement in order to implement moving zones for tugboats, as it doesn't officially support this feature. A PVE mod is required to make this useful. I only tested with True PVE for various reasons. Credits Thanks to the following folks for making this plugin possible: bmgjet (help with / code for tugboat sphere issues) CatMeat & Arainrr (moving Zone Manager zones code examples in Dynamic PVP) Karuza (help with unique entity identifiers & tugboat sphere issues) Kulltero (help with TC/building relationship) WhiteThunder (help with tugboat sphere issues) AFKBank and Mooselips whose bases I took screenshots of on my server during testing
    Free
  11. RustFlash

    Townhall

    Version 1.4.0

    9 downloads

    The Townhall plugin introduces a new level of realism to Rust by requiring players to own a plot of land before building. Players can claim land by setting up a mailbox. This can be done creatively, such as placing a vending machine in a safe zone or having an NPC distribute mailboxes in a town hall. Once a mailbox is placed, the plot of land is indicated by a configurable bubble. Players can recheck their plot with the /myplot command. The plugin also notifies players when they enter another player's plot, with the option to disable this notification. Townhall enhances gameplay for RP servers and is versatile enough for PvE and mixed-variant servers. Functions - Must own a plot of land in order to build - Can mark out your plot yourself and see the boundaries - The plot boundaries can be displayed again and again with the /myplot command - Plot size can be defined in the config. - How long the plot marker should be displayed can be set in the config - Rescue messages from plots can be switched off in the config Permissions townhall.myplotofland Config { "Show Zone Messages": true, "Mailbox Check Radius": 50.0, "Zone Dome Visibility Duration (seconds)": 20.0 } Attention this plugin works and harmonizes perfectly with our MyHouse plugin load, run, enjoy
    $11.99
  12. WuyZar

    ZONE EVENT

    Version 1.0.1

    12 downloads

    ZONE EVENT Description : This plugin allows you to carry out an event, the goal of the event is to stay in the zone for an allotted time, if the player leaves the zone or if he dies the timer starts from zero. If the player manages to stay in the zone until the end of the timer, he will earn a reward defined by the server administrators. Setings : - Capture Time - Zone Position - Zone Size - Webhooks Discord Chat - Commands : /ze.start <x> <y> <z> /ze.stop Permissions : ownerid <steamID/user> WuyZar's Discord : https://discord.gg/NVwRcQwGwh Game interface : Auto discord message :
    $7.90
  13. Version 0.1.0

    12 downloads

    What is it? Zone Command Blocker is a tool which prevents using specific commands (in data folder) in specific zones Permissions: zonecommandblocker.bypass - None of your command will be blocked in any zone zonecommandblocker.clear - Access for the /zcb.clear command Commands: /zcb.clear - Clears/wipes the data folder which contains zones with saved permissions etc.. Features: Zone Command Blocker will make your life easy and will on load take all zones and add them into it's data file where you can just add blocked commands Multiple blocked commands - Supports multiple blocked commands for specific zone Data file: Data of all reports and staff's statistics are being saved into a data file. Path: Your_Server\oxide\data\ZoneCommandBlocker\ZoneCommandBlocker.json Localization: { "CommandBlocked": "This command cannot be used in zones!", "DataFileClear": "Cleared data folder" }
    $4.99
  14. Version 1.0.5

    8 downloads

    Are you tired of manually placing trap sets and deployables every time you build your base? Introducing our groundbreaking Automatic Trap Spawning feature, boost your productivity today! Premium TrapsDeployable Pack Include: 25 Deployable Traps with traps include own skin id's to add easy to your shop/kits/rewards etc. Much more will be added soon! Config setting: Change Skin Id Enable Auto Light Amount of items spawn when use command Use Permissons and Spawn all Traps Permissions Commands: /givetraps More will be added soon { "Autoload Handmade Shells to Shotgun Traps?": true, "Amount of Handmade Shells Per Trap (If Autoloading is Enabled)": 5, "Enable Random AutoTurret Weapon Equipping?": true, "Weapons that will equip to spawned AutoTurrets? (Won't work with AutoTurrets as the base Trap item.)": [ "smg.2", "smg.mp5", "rifle.ak", "rifle.ak.ice", "rifle.ak.diver" ], "Skins For Large Wood Box": [ 3089535231, 2862225402, 3073574332 ], "Skins For Wood Storage Boxes": [ 2968107939, 2814554242, 3140274442 ], "Skins For Locker": [ 2827174228, 3045135608, 2192426772 ], "Skins For Sandbag Barricade": [ 809144507, 883540119, 2875673223 ], "Skins For Concrete Barricade": [ 791070521, 2979413501, 3048748658 ], "Skins For Sleeping Bag": [ 890544230, 1846072235, 3138426426 ], "Skins For Garage Door": [ 3141844850, 3122757150, 3041397918 ], "Skins For Reactive Target": [ 824001540, 1559278854, 867566835 ], "Amount of Each Trap that will be Spawned Upon Command": 5, "Auto Ignite Lanterns?": true } Displayname - Shortname - skinid Deathbed - bed- 3142209738 Deathwish - Throne -chair.icethrone - 3142209392 SWEEPER-S1 - autoturret - 3141114360 Bedroll Trap - sleepingbag - 3141151356 Elite Worker - EH1 workbench3 - 3141143055 Bench X-5 - box.repair.bench - 3141187587 Lockdown Locker - locker - 3141146704 JACK3D TURRET - autoturret - 3141190617 DISCOV3RY BENCH - research.table - 3141193852 Working Man Trap - box.wooden.large - 3141243339 Garage Trap wall.frame.garagedoor - 3141262381 Trapboxx box.wooden.large - 3141262270 T-3000 Lantern - electric.teslacoil - 3141260773 T-3000 Siren ectric.sirenlight - 3141469034 Cozy Sofa -sofa - 3141251865 SnapTrap - storage_barrel_c - 3141252178 SnapTrap - cupboard.tool - 3141641822 TrapRack - shelves - 3141645233 StackTrap - box.wooden - 3141642954 Quick Deploy - barricade.concrete - 3141643596 Oldtimer - rockingchair - 3142210610 Search Trap - searchlight - 3142210215 Triple Barrel - electric.pressurepad 3141263818 Reactive Trap - target.reactive - 3142605567 New Wall Turret - spinner.wheel 3147202210 Barrel with Dual Shotguns and Front Bear Trap Description Behold the Barrel of Doom, innocently resting before you, concealing an unforgiving surprise within. Two Shotguns lurk inside, primed and ready to launch a hail of destruction, while a cruel Bear Trap guards the barrel’s entrance, ensnaring any unsuspecting intruders in a swift and painful embrace. Sofa with Teddy Bear and Middle Trap Shotgun Description Lounge in comfort while your enemies sow their own demise on the Sofa, accompanied by an innocent Teddy Bear. Concealed within, a Middle Trap Shotgun activates with every unsuspecting visitor, turning relaxation into a horrifying spectacle of carnage. Stack of Four Small Boxes with Side Traps and Lanterns Description Ascend the tower of danger with the Stack of Four Small Boxes, each harboring insidious Side Traps and illuminated by sturdy lanterns. Ascend with caution, for each treacherous step holds the potential for entrapment, rendering even the most intrepid adventurers helpless before your ingenuity. Sentry Turret with Shotguns on Both Sides Description Establish an impenetrable fortress with the Sentry Turret, complemented by Shotguns on both sides. This stalwart defender relentlessly watches over your stronghold, ensuring that any trespasser foolish enough to test your defenses will meet a swift and explosive demise. Locker with Small Box, Lamp, and Dual Shotgun Traps Description The Locker exudes an air of mystery, concealing a Small Box, crowned by a vigilant lamp. Silent sentinels flank its sides, with Dual Shotgun Traps poised to unleash a symphony of destruction upon unsuspecting foes who dare to peer inside. Workbench with Side Traps, Lamp, and Storage Description Harness the power of strategic craftsmanship with the Workbench fortified by Side Traps, illuminated by a steadfast lamp, and boasting concealed storage beneath. Craft your deadliest weapons under the watchful gaze of its protective mechanisms, offering both practicality and lethal defense. Research Table with Large Box and Side Traps Description: The Research Table assumes a dual role as both a fountain of knowledge and an impregnable fortress, complete with a concealed Large Box, Side Traps lying in wait, and Hidden Shotguns ready to defend your valuable research with lethal precision. Lantern with Tesla Coil [T 3000-lantaren] Description: The Lantern becomes an instrument of both illumination and unrelenting electrical defense with the installation of a Tesla Coil. Cast a luminous glow upon your surroundings while simultaneously ensuring that any who dare disturb the peace are met with a shocking, electrifying welcome. Orange Alarm Light with Tesla Coil Description: The Orange Alarm Light stands as a beacon of warning, paired with the pulsating power of a Tesla Coil. Its vivid hue serves as a visual testament to the imminent danger that lies in wait for any who dare to challenge your stronghold, delivering a relentless surge of electricity as a reminder of your unyielding power. Pumpkin on a Sentry Turret Description Amidst the haunting darkness, a foreboding Pumpkin sits atop a Sentry Turret, serving as an ominous warning to all who approach. Beware, for this Jack-o-Lantern harbors within it the formidable power of defense, ready to incinerate all who dare to challenge it. Tool Cupboard with Side Shotgun Traps Description Safeguard your territory with the Tool Cupboard fortified by Side Shotgun Traps, a testament to your commitment of absolute control and ruthless defense. This impenetrable bastion ensures that any who challenge your claim will face a relentless barrage of projectiles, quickly reducing them to naught but ashes. Sleeping Bag with Bear Trap Description Unleash a truly sinister surprise with the Sleeping Bag harboring a hidden Bear Trap beneath its seemingly innocent exterior. Like a predator in wait, this unassuming trap conceals its razor-sharp teeth, striking fear into the hearts of those who dare disturb your slumber. Large Box with Shotgun Trap Description The Large Box, shrouded in secrecy, conceals the promise of grand treasures. However, lurking beneath lies a Shotgun Trap, ready to thwart the greed of unscrupulous pilferers with a powerful blast that shatters illusions of easy plunder. Repair Bench with Box, and Hidden Shotgun on both side Description The Repair Bench assumes a dual role as both a sanctuary for mending and a formidable stronghold, featuring a concealed Box, Side Traps lying in wait, and a Hidden Shotgun ready to defend your valuable tools and supplies with lethal precision. Garage Door with Upside Down Shotgun Trap Description As the Garage Door opens, an Upside Down Shotgun Trap awaits, striking fear into the hearts of those foolish enough to breach your fortress. This deadly contraption inverts expectations, ensnaring intruders with an onslaught of piercing lead from above. Concrete Wall with Dual Turrets, Sandbags for Cover Description Construct an impregnable barrier with the Concrete Wall, its surface bristling with Dual Turrets installed with ruthless precision on either side. Offering an additional layer of protection, sandbags provide cover from incoming fire, turning this structure into an impenetrable fortress that strikes fear into the hearts of any who dare challenge it. (bewerkt) Ice Throne with Shotguns on Both Sides Description Rule the frozen wasteland from the Ice Throne, bedecked with Shotguns on both sides. Commanding awe and fear, this icy seat promises a chilling demise to any who dare challenge your supremacy, as they unwittingly succumb to the deadly embrace of its icy guardians. Pressure pad of Traps with Lamp: Description Enter the ominous territory guarded by a menacing Cluster of Traps. Three traps stand united, poised to ensnare intruders, as a foreboding lamp casts an eerie glow upon their malevolent presence. Tread carefully or face their merciless consequences. Searchlight with Twin Turrets Description Illuminate the battlefield and assert your dominance with the Searchlight equipped with Twin Turrets. This ingenious creation combines light and firepower, providing a watchful eye on both sides, ensuring no enemy goes unnoticed or unchallenged. Bed with Shotguns on Each Side Description Rest in the embrace of security with the Bed fortified by Shotguns on each side. Intruders will find themselves caught between a rock and a hard place, as they unknowingly enter your domain, only to be greeted by a hail of bullets from both ends. Swinging Chair with Shotgun on Each Side Description Sit back and witness the carnage unfold from the Swinging Chair, armed with a Shotgun on each side. Deceptively innocuous, this chair leaves its victims no chance for escape, delivering a symphony of destruction upon those who underestimate its deadly intent. Shotgun Trap Behind Reactive Target Description Harness the element of surprise with the Shotgun Trap cunningly concealed behind a reactive target. Set the stage for chaos as the target responds to the touch of an intruder, triggering the hidden shotgun to unleash a relentless barrage of destruction. None shall evade its lethal embrace once the trap is sprung. Box with Flamethrower Turrets on Each Side and Weapon Rack: - Description: Unleash a symphony of devastation with the Box crowned by Flamethrower Turrets on either side. Accompanied by a Weapon Rack, spawning instruments of destruction, this display of firepower raises the stakes and leaves assailants trapped in a relentless inferno of chaos. .Rack with Double Large Boxes and Side Shotgun Traps: - Description: Bask in the glory of organization and fortification with the Rack adorned with Double Large Boxes, flanked on both sides by deadly Shotgun Traps. This display of lethal efficiency combines storage capacity with a deadly defense, ensuring that any would-be thieves are met with a barrage of shotgun shells from every angle. New WAll Turret! Made By @Wrecks & TrapBox Dor info or faster help join our discord ! Discord:TrapBox https://discord.gg/RSuXWDsEVc
    $35.00
  15. Version 1.0.0

    8 downloads

    Give your professional players another reason to excel with this volcano. - To access the volcano you will have to overcome the oil ring to get to the main box, activate the elevator with a button that will give you access to the elevator door. - As you go down to the volcano via the elevator, you can equip yourself and take some anti-radiation pills, you will need them. - Inside the volcano you will have to choose wisely the way to activate the door using a fuse and a red card, be careful, the access to this mechanism is dangerous, remember you are in a volcano, the ground is lava!!!!
    $12.90
  16. Version 1.0.1

    10 downloads

    The Arecibo Observatory, also known as the National Astronomy and Ionosphere Center (NAIC) and formerly known as the Arecibo Ionosphere Observatory, is an observatory in Barrio Esperanza, Arecibo, Puerto Rico owned by the US National Science Foundation (NSF). IT CONTAINS: Great variety of Parkour, Puzzles, NPCs, Loot, Hackable Crates and a nice decoration. RECOMMENDATION: This monument has a high difficulty to complete, it is recommended for two players, although with higher difficulty one player can also complete this monument.
    $12.90
  17. Version 1.0.1

    7 downloads

    - Mars Attacks Arena Mars Attacks Arena is a booby-trapped battlefield where players must fight to the death. Beautifully decorated in a sci-fi style, Mars Attacks Arena will leave your players with their mouths agape. - Includes: Two zones: Floor 1 and 2, with Traps, Barricades, Parkour, Radiation Zone, NPCS and Loots.
    $14.90
  18. Version 1.0.0

    5 downloads

    BullRing Arena is a battlefield where your players can fight battles. With a Spanish style, this Arena represents a Bullring. I almost forgot, this time your players will be the victims, the Bull will be the spectator. Don't be horrified, it's just “Art and Culture”. - INCLUDES: Loots Locked Crates Elite Crates Tramps NPC Respawn Horse Respawns Image Posters - TIPS: Enjoy
    $12.90
  19. Goblox

    AgileZones

    Version 1.1.14

    145 downloads

    AgileZones will create and remove ZoneManager zones around Player Bases as well as moving points of interest like CargoShip, Supply Drops, Bradley, Tugboats, and Heli-Crash sites. Great care has been taken to ensure the plugin does not impact server performance and that Zones are consistent and correct even after a server-crash. TruePVE (default) and NextGenPVE integration allows you to configure detailed rules for each zone type, e.g., Cargo Ship versus Supply Drops, with Rulesets and ZoneFlags. Add the ZoneManagerAutoZones plugin to generate ZoneManager zones around monuments and you've got a server-enforced hybrid PVP/PVE world. Add the ZoneDomes plugin for optional visible domes. Add the Zone PVx Info plugin to get whether the player is inside a PVP zone on the HUD. Set Entering and Leaving Zone messages to empty quotes ("") to disable them. Demo You should be able to find a demo server by searching modded servers for "AgileZones". Be sure to "Show Empty" servers. Default Configuration { "Enable TruePVE": true, "Enable NextGenPVE": false, "Enable ZoneDomes": true, "Enable ZoneDomes For TCs": false, "Enable ZoneDomes For SupplyDrops": true, "Enable ZoneDomes For Cargo": true, "Enable ZoneDomes For HeliCrash": true, "Enable ZoneDomes For BradleyAPC": true, "Enable ZoneDomes For Tugboats": false, "Visible Domes for Moving Zones Darkness (Default 1)": 1, "Delay creating a zone after placing a TC in seconds": 600.0, "Delay removing a zone after a TC is destroyed": 900.0, "TC Zone Radius in meters - set zero to disable": 50, "TC RuleSet": "exclude", "TC Zone Flags": null, "CargoShip Zone Radius in meters - set zero to disable": 125, "Cargo RuleSet": "exclude", "Cargo Zone Flags": null, "SupplyDrop Zone Radius in meters - set zero to disable": 50, "SupplyDrop RuleSet": "exclude", "Supply Drop Zone Flags": null, "Apc Zone Radius in meters - set zero to disable": 50, "Apc RuleSet": "exclude", "Apc Zone Flags": null, "HeliCrash Zone Radius in meters - set zero to disable": 50, "Heli RuleSet": "exclude", "Heli Zone Flags": null, "Tugboats Zone Radius in meters - set zero to disable": 50, "Tugboats RuleSet": "exclude", "Tugboats Zone Flags": null, "Entering Zone Message": "WARNING: You are now entering a PVP Zone", "Leaving Zone Message": "Leaving a PVP Zone", "Zone Tag (Adds this string to zone names)": "_PVP" } I recommend changing ZoneDomes Darkness to 1 (down from 5 by default) as well. Installation: Just Drop the .cs file into the oxide/plugins directory/folder. AgileZones can be installed on existing servers as easily as a fresh wipe, at any time. Existing Bases, SupplyDrops, CargoShips, Bradley, even Heli Crashsites will be handled and have zones created, no restart required. A config file will be generated in oxide/config where you can modify the default configuration. Use the admin only chat command "/ReloadTCs" to apply config changes to already created zones. Don't forget that config changes are not automatically loaded. You can "Oxide.Reload AgileZones" to load new config without restarting the server, and then use the /ReloadTCs chat command to apply those changes to existing zones. Future: This started as a 2 hour proof of concept for player-added PVP zones around TCs and ended up featuring-creeping it's way into weeks of work. There are still some things I'd like to add, but I wanted to get it out there, I hope this is a huge improvement for hybrid PVP servers. TODO: For now, you must modify the oxide/config/AgileZones.json file and reload the plugin. RCON Command: oxide.reload AgileZones ZoneManager doesn't handle overlapping zones very well; you'll receive a notification for each zone you leave which might be confusing when you are still inside a PVP zone. I'd like to improve on this and some other issues with ZoneManager. I didn't realize the ZoneManager license allowed for branching; I wouldn't have jumped through some of the hoops had I known. You can improve on this by setting Entering and Leaving zone messages to empty quotes (""), and installing the Zone PVx Info plugin which will put a UI element on the HUD instead.
    $15.00
  20. Version 1.0.0

    11 downloads

    - Inferno Arena Lite Inferno Arena Lite is an optimized version of Inferno Arena. Inferno Arena is a battlefield with traps, death and fire. Enter the real hell in this scenario full of traps and fire, survive your opponent, watch your back. There can only be one left. - Includes: Gods of War (Giant statues). Traps, Watchtowers, Barricades, Poisonous liquid and fire.
    $8.70
  21. badgyver

    Arena Dome

    Version 1.0.0

    24 downloads

    Create epic player vs. player battles with this original arena. Arena Dome is fully compatible with Zone Manager and Event Manager. Arena Dome contains NPCs, loot, walls for players to cover their backs, and several towers for players to shoot from above.
    $7.66
  22. Version 1.0.0

    9 downloads

    - A classic train station to decorate and park the trains on your map. - It consists of two spaces for railway tracks, one for creating a respawn point for trains and one for running, it also contains NPCs, loot and a hackable box.
    $6.57
  23. Version 1.0.0

    13 downloads

    Players will be able to build inside this dome. Build Zone Dome is a safe dome for players to build inside. It contains a door that you can open and close, as well as its own lighting and vertical signs to draw on.
    $5.47
1.4m

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