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Showing results for tags 'zones'.
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Version 0.1.6
542 downloads
A plugin creating a trigger box around Monuments and CargoShips to track entry and exit of players, npcs and entities from it. The list of all monuments can be viewed in the: Vanilla - *SERVER*\oxide\data\MonumentsWatcher\MonumentsBounds.json Custom - *SERVER*\oxide\data\MonumentsWatcher\CustomMonumentsBounds.json Note: MonumentsWatcher is utilized as an API for other plugins. You won't obtain any functionality beyond displaying monument boundaries without an additional plugin. The ability to automatically generate boundaries for vanilla and custom monuments; The ability to automatically regenerate boundaries for monuments on wipe; The ability to automatically adding languages for custom monuments; The ability to manually configure boundaries for monuments; The ability to track the entrance and exit of players, npcs and entities in a Monument and CargoShip; The ability to display boundaries. monumentswatcher.admin - Provides the capability to recreate or display monument boundaries. { "Chat command": "monument", "Use GameTip for messages?": true, "Is it worth recreating boundaries(excluding custom monuments) upon detecting a wipe?": true, "List of tracked types of monuments. Leave blank to track all": [], "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 6 } } Monument bounds example: "airfield_1": { "Center": { "x": 335.881531, "y": 9.936, "z": 2096.53345 }, "CenterOffset": { "x": 0.0, "y": 15.0, "z": -25.0 }, "Size": { "x": 360.0, "y": 60.0, "z": 210.0 }, "Rotation": { "x": 0.0, "y": 44.06058, "z": 0.0 } }, ... Custom Monument bounds example: "exit69": { "MonumentType": 12, "Center": { "x": 336.676483, "y": 47.65218, "z": -39.02194 }, "CenterOffset": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Size": { "x": 100.0, "y": 100.0, "z": 100.0 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } }, ... Note: MonumentType can be found in the Developer API section. ENG: https://pastebin.com/nsjBCqZe RUS: https://pastebin.com/ut2icv9T Note: After initialization, the names of custom monuments will also be added here. rotation - Sets the monument rotation based on the argument or the player's view direction; recreate - Recreating boundaries for all monuments; show - Displays the boundaries of the monument in which the player is located, either by specified ID or key. Example: Rotation: /monument rotation - Rotation of the monument towards the player's head direction, in which the player is located /monument rotation gas_station_1_0 256.5 - Monument rotation with specified arguments: monument ID and Y coordinate Display by monument key(Will display all monuments with such a key): /monument show gas_station_1 Display by monument ID(Will display one monument with the specified ID): /monument show gas_station_1_4 void OnMonumentsWatcherLoaded() Called when the MonumentsWatcher plugin has fully loaded. void OnCargoWatcherCreated(string monumentID, string type) Called when a watcher is created for a CargoShip. void OnCargoWatcherDeleted(string monumentID) Called when a watcher is removed for a CargoShip. void OnMonumentsWatcherLoaded() { Puts("MonumentsWatcher plugin is ready!"); } void OnCargoWatcherCreated(string monumentID, string type) { Puts($"Watcher for monument {monumentID}({type}) has been created!"); } void OnCargoWatcherDeleted(string monumentID) { Puts($"Watcher for monument {monumentID} has been deleted!"); } Entered hooks: void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) Called when a player enters any monument void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) Called when an NPC player enters any monument void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) Called when any other BaseEntity enters any monument void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) { Puts($"{player.displayName} entered to {monumentID}({type}). His previous monument was {oldMonumentID}"); } void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) { Puts($"Npc({npcPlayer.displayName}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) { Puts($"Entity({entity.net.ID}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } Exited hooks: void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) Called when a player exits any monument void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) Called when an NPC player exits any monument void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) Called when any other BaseEntity exits any monument void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) { Puts($"{player.displayName} left from {monumentID}({type}). Reason: {reason}. They are now at '{newMonumentID}'."); } void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) { Puts($"Npc({npcPlayer.displayName}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) { Puts($"Entity({entity.net.ID}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } [PluginReference] private Plugin MonumentsWatcher; There are 13 types of monuments: SafeZone(0): Bandit Camp, Outpost, Fishing Village, Ranch and Large Barn. RadTown(1): Airfield, Arctic Research Base, Abandoned Military Base, Giant Excavator Pit, Ferry Terminal, Harbor, Junkyard, Launch Site; Military Tunnel, Missile Silo, Power Plant, Sewer Branch, Satellite Dish, The Dome, Train Yard, Water Treatment Plant. RadTownWater(2): Oil Rig, Underwater Lab and CargoShip. RadTownSmall(3): Lighthouse, Oxum's Gas Station, Abandoned Supermarket and Mining Outpost. TunnelStation(4) MiningQuarry(5): Sulfur Quarry, Stone Quarry and HQM Quarry. BunkerEntrance(6) Cave(7) Swamp(8) IceLake(9) PowerSubstation(10) WaterWell(11) Custom(12) There are 22 api methods: GetMonumentDisplayName: Used to retrieve the nice name of the monument, considering the player's language. Returns an empty string on failure. To call the GetMonumentDisplayName method, you need to pass 3 parameters: monumentID as a string; userID as either a string or a ulong. You can provide 0 or empty string to get default(eng) language; displaySuffix() as a bool. Should the suffix be displayed in the name if there are multiple such monuments? This parameter is optional. (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.userID, true); (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.UserIDString, true); GetMonumentType: Used to retrieve the monument type. Returns an empty string on failure. To call the GetMonumentType method, you need to pass 1 parameter: monumentID as a string. (string)MonumentsWatcher?.Call("GetMonumentType", monumentID); GetMonumentPosition: Used to retrieve the position of the monument. Returns Vector3.zero on failure. To call the GetMonumentPosition method, you need to pass 1 parameter: monumentID as a string. (Vector3)MonumentsWatcher?.Call("GetMonumentPosition", monumentID); GetMonumentsList: Used to retrieve an array of monumentIDs for all available monuments. (string[])MonumentsWatcher?.Call("GetMonumentsList"); GetMonumentsTypeDictionary: Used to retrieve a dictionary of all available monuments with their types. (Dictionary<string, string>)MonumentsWatcher?.Call("GetMonumentsTypeDictionary"); GetMonumentsByType: Used to retrieve an array of all available monuments by type. To call the GetMonumentsByType method, you need to pass 1 parameter: monument type as a string. (string[])MonumentsWatcher?.Call("GetMonumentsByType", "SafeZone"); GetMonumentPlayers: Used to retrieve a list of players in the monument. Returns null on failure. To call the GetMonumentPlayers method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentPlayers", monumentID); GetMonumentNpcs: Used to retrieve a list of npc players in the monument. Returns null on failure. To call the GetMonumentNpcs method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentNpcs", monumentID); GetMonumentEntities: Used to retrieve a list of entities in the monument. Returns null on failure. To call the GetMonumentEntities method, you need to pass 1 parameter: monumentID as a string. (HashSet<BaseEntity>)MonumentsWatcher?.Call("GetMonumentEntities", monumentID); GetPlayerMonument: Used to retrieve the monumentID of the monument in which the player is located. Returns an empty string on failure. To call the GetPlayerMonument method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string)MonumentsWatcher?.Call("GetPlayerMonument", player); (string)MonumentsWatcher?.Call("GetPlayerMonument", player.userID); GetNpcMonument: Used to retrieve the monumentID of the monument in which the npc player is located. Returns an empty string on failure. To call the GetNpcMonument method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer); (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer.net.ID); GetEntityMonument: Used to retrieve the monumentID of the monument in which the entity is located. Returns an empty string on failure. To call the GetEntityMonument method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string)MonumentsWatcher?.Call("GetEntityMonument", entity); (string)MonumentsWatcher?.Call("GetEntityMonument", entity.net.ID); GetPlayerMonuments: Used to retrieve an array of monumentIDs for the monuments in which the player is located. Returns null on failure. To call the GetPlayerMonuments method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player); (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player.userID); GetNpcMonuments: Used to retrieve an array of monumentIDs for the monuments in which the npc player is located. Returns an null on failure. To call the GetNpcMonuments method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer); (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer.net.ID); GetEntityMonuments: Used to retrieve an array of monumentID for the monuments in which the entity is located. Returns an null on failure. To call the GetEntityMonuments method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity); (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity.net.ID); GetMonumentByPos: Used to obtain the monumentID based on coordinates. Returns an empty string on failure. To call the GetMonumentByPos method, you need to pass 1 parameter: position as a Vector3. (string)MonumentsWatcher?.Call("GetMonumentByPos", pos); Note: This method returns the first encountered monument. Occasionally, there may be multiple monuments at a single point. Therefore, it is recommended to use the GetMonumentsByPos method. GetMonumentsByPos: Used to obtain a string array of monumentIDs based on coordinates. Returns null on failure. To call the GetMonumentsByPos method, you need to pass 1 parameter: position as a Vector3. (string[])MonumentsWatcher?.Call("GetMonumentsByPos", pos); IsPosInMonument: Used to check if the specified position is within the monument. Returns a false on failure. To call the IsPosInMonument method, you need to pass 2 parameters: monumentID as a string; position as a Vector3. (bool)MonumentsWatcher?.Call("IsPosInMonument", monumentID, pos); IsPlayerInMonument: Used to check if the player is in the monument. Returns a false on failure. To call the IsPlayerInMonument method, you need to pass 2 parameters: monumentID as a string; player as a BasePlayer or userID as a ulong. (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player); (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player.userID); IsNpcInMonument: Used to check if the npc player is in the monument. Returns a false on failure. To call the IsNpcInMonument method, you need to pass 2 parameters: monumentID as a string; npcPlayer as a BasePlayer or NetworkableId. (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer); (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer.net.ID); IsEntityInMonument: Used to check if the entity is in the monument. Returns a false on failure. To call the IsEntityInMonument method, you need to pass 2 parameters: monumentID as a string; entity as a BaseEntity or NetworkableId. (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity); (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity.net.ID); ShowBounds: Used to display the monument boundaries to the player. Note: Since an Admin flag is required for rendering, players without it will be temporarily granted an Admin flag and promptly revoked. To call the ShowBounds method, you need to pass 3 parameters: monumentID as a string; player as a BasePlayer; displayDuration as a float. Duration of displaying the monument boundaries in seconds. This parameter is optional. MonumentsWatcher?.Call("ShowBounds", monumentID, player, 20f);Free -
Version 0.1.5
167 downloads
The plugin displays the current zone or monument to the player in the status bar. Depends on ZoneManager, MonumentsWatcher and AdvancedStatus plugins. P.S. The settings for each zone or monument are located in the ".\oxide\data\ZoneStatus" folder. The ability to display the player's current monument; The ability to automatically change monuments names when the player switches languages; The ability to display the player's current zone; The ability to enable or disable visibility for each of the zones; The ability to customize the style for each of the zones(in the data file); The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to customize the color, size and font of the text. { "Is it worth deleting all saved Zone bars upon detecting a Wipe?": true, "Is it worth deleting all saved Monument bars upon detecting a Wipe?": true, "Is it worth deleting all unused Zones during initialization?": false, "The name of the zone which has no name": "No name zone", "Is it worth copying local images for new zones or monuments? Note: If set to true, it may create a lot of unnecessary images": false, "Is it worth enabling the bar display for new zones?": true, "Is it worth enabling the bar display for new monuments?": true, "Default status bar settings for new zones and monuments": { "Order": 20, "Height": 26, "Main_Color(Hex or RGBA)": "#A064A0", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/mn8reWg.png", "Image_Local(Leave empty to use Image_Url)": "ZoneStatus_Default", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#A064A0", "Image_Transparency": 1.0, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 1.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Text_Offset_Horizontal": 0, "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1.0, "Text_Outline_Distance": "0.75 0.75", "SubText(Leave empty to disable)": "", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 1.0, "SubText_Outline_Distance": "0.75 0.75" }, "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 5 } } [PluginReference] private Plugin ZoneStatus; There is 1 method: UpdateZoneSettings UpdateZoneSettings: Used to change bar settings for zones from ZoneManager. To call the UpdateZoneSettings method, you need to pass 3 parameters, 1 of which is optional: <string>zoneID - The Id of the zone; <object[]>args - Array of objects to update; <bool>redraw - Optional. Is it worth redrawing the status bars for players? Defaults to true. Note: It is not necessary to pass all parameters, but the indices are strictly tied to the parameters. object[] args = new object[] { true, //0. Display - Is it worth displaying the status bar for this zone? "#A064A0", //1. Background_Color - Primary HEX color of the status bar. 0.8f, //2. Background_Transparency - Opacity of the primary status bar color. "https://i.imgur.com/mn8reWg.png", //3. Image_Url - Url of the status bar icon. "ZoneStatus_Default", //4. Image_Local - Name of the local image for the status bar. Note: The image must exist.(Leave empty to use Image_Url). false, //5. Image_IsRawImage - True for multicolored images, false for monochromatic images. "#A064A0", //6. Image_Color - Color of the status bar icon. For Image_IsRawImage = false. 1f, //7. Image_Transparency - Opacity of the status bar icon. For Image_IsRawImage = false. "#FFFFFF", //8. Text_Color - Primary text color. "#FFFFFF" //9. SubText_Color - Subtext color. }; ZoneStatus?.Call("UpdateZoneSettings", zoneID, args, true); //Call the API method UpdateZoneSettings with all necessary arguments for updating. Example with incomplete parameters: object[] args = new object[] { null, //0. Display - Skip index 0, as it is reserved for Display. "#A064A0", //1. Background_Color - Primary HEX color of the status bar. 0.8f, //2. Background_Transparency - Opacity of the primary status bar color. null, //3. Image_Url - Skip index 3, as it is reserved for Image_Url. null, //4. Image_Local - Skip index 4, as it is reserved for Image_Local. false, //5. Image_IsRawImage - True for multicolored images, false for monochromatic images. "#A064A0", //6. Image_Color - Color of the status bar icon. For Image_IsRawImage = false. 1f //7. Image_Transparency - Opacity of the status bar icon. For Image_IsRawImage = false. }; ZoneStatus?.Call("UpdateZoneSettings", zoneID, args, true); //Call the API method UpdateZoneSettings with all necessary arguments for updating.$3.99 -
Version 1.1.0
125 downloads
Сreates a feudal system. Now on your server players can take one of 5 roles: Roles of Lords: There are 4 lords in total, each of which has its own territory (one of the parts of the world). If you farm resources in a given territory, then you will pay the tax set by the lord of this territory to his treasury. The role of the king: The king does not have his own territory from which he will receive taxes, however, every time the lord takes tax from his treasury, he also gives a part in the form of tax to the king (the king sets his own tax).The role can be taken through the interface (if it is not already taken).Also, if a regular player kills the ruler, then he will take his place If the ruler has not logged into the server for more than the time specified in the config, his role will be released Config: { "Global settings": { "Command for open menu": "feodal", "Lords map markers update frequency": 10, "Use Virtual Treasury?(true = virtual | false = real box treasury)": false, "SkinID for treasury chest(if use real box)": 2881793914, "Allow multiple lords per team": false, "SteamID for icon in chat messages": 0 }, "Role settings": { "Minimum tax": 15, "Maximum tax": 50, "Offline time to remove a role": 36 }, "Economics settings": { "Use payed roles? (0 - No pay for role | 1 - Economics | 2 - ServerRewards)": 1, "Price for King role": 1000, "Price for Lord role": 500 } } Lang: { "CM_RULERKILLRULER": "Player <color=yellow>{0}</color> killed the ruler <color=yellow>{1}</color>(<color=#0078F0>{2}</color>). Now the player <color=yellow>{0}</color> has become the new ruler(<color=#0078F0>{2}</color>), we congratulate him!", "CM_PLAYERKILLRULLER": "Ruler <color=yellow>{0}</color>(<color=#0078F0>{3}</color>) killed the ruler <color=yellow>{1}</color>(<color=#0078F0>{2}</color>). Now anyone can take the place of the ruler(<color=#0078F0>{3}</color>)", "CM_BECOMERULER": "Player <color=yellow>{0}</color> has become a ruler(<color=#0078F0>{1}</color>)", "CM_CANTBERULER": "You are already a ruler", "CM_LEAVEROLE": "Successfully left your role as ruler", "CM_LEAVEFROMROLE": "The player <color=yellow>{0}</color> left the role of the Ruler(<color=#0078F0>{1}</color>). Now anyone can take the place of the ruler(<color=#0078F0>{1}</color>)", "CM_TAXCANBE": "The tax can be from {0}% to {1}%", "CM_NEWTAX": "The ruler <color=yellow>{0}</color>(<color=#0078F0>{1}</color>) has established a new tax in the range of <color=#FF8B53>{2}%</color>.", "UI_RULERS": "RULERS", "UI_KING": "KING", "UI_BECOMEAKING": "CLICK TO\nBECOME A KING", "UI_TAX": "TAX", "UI_LORD": "LORD", "UI_TOBECOMEALORD": "CLICK TO\nBECOME A LORD", "UI_INVENTORY": "INVENTORY", "UI_APPLY": "APPLY", "UI_LEAVE": "<size=15>STOP BEING A RULER</size>" }$39.99 -
Version 1.1.4
46 downloads
Adds a new event to the server - zone capture. If you gather resources on the territory of the occupied zone, a commission is removed from you and falls into the "capture cupboard". Features: Markers on the map Spawn in crates/barrels Percentage setting with permissions Setting limits with permissions Bypass setting (for teammates, friends, clanmates, cupboard) Commands give.capturezone [target] [amount] - gives out a cupboard for capturing a zone Permissions capturezone.ignore - allows you not to pay resources for tax Video Config { "Work with Notify?": true, "Zone Radius": 40.0, "Permission (ex: capturezone.use)": "", "Item Settings": { "DisplayName": "Zone Сapture", "ShortName": "cupboard.tool", "SkinID": 2767790029 }, "Marker": { "Enabled": true, "Display Name": "Zone by {owner}", "Radius": 0.3, "Refresh Rate": 3.0, "Duration": 0, "Color 1": "#EA9999", "Color 2": "#A73636FF" }, "Drop Settings": { "Enabled": true, "Drop Settings": [ { "Prefab name": "assets/bundled/prefabs/radtown/crate_normal.prefab", "Min amount": 1, "Max amount": 1, "Chance": 50.0 }, { "Prefab name": "assets/bundled/prefabs/radtown/loot_barrel_2.prefab", "Min amount": 1, "Max amount": 1, "Chance": 5.0 }, { "Prefab name": "assets/bundled/prefabs/radtown/loot_barrel_1.prefab", "Min amount": 1, "Max amount": 1, "Chance": 5.0 } ] }, "Notification during mining in the occupied territory": { "Enabled": true, "Cooldown": 5.0 }, "Percent Settings": { "Default": 20.0, "Permissions": { "capturezone.vip": 25.0, "capturezone.deluxe": 30.0 } }, "Limits Settings": { "Enabled": true, "Default": 3, "Permissions": { "capturezone.vip": 5, "capturezone.deluxe": 7 } }, "Bypass Settings": { "Teammates (Rust in-game system)": true, "Friends": true, "Clanmates": true, "Authorized in the cupboard": true } }$19.95 -
Version 1.0.7
79 downloads
This plugin adds a war for map's monuments. About Any clan can start capturing monuments, if the marker on the map is green, after the start of the capture, points are awarded for each player in the zone every 1 second, any clan can join the capture, even if it did not start, for this you just need to enter any clan member into the capture zone. After the end of the capture of the monument, the clan that scored the most points captures it and items from the config are added to the inventory (which is in the / tw menu) every N seconds. Settings You can choose the type of work Team (game teams), when this parameter is selected, if the team completely disintegrates, then it will lose the inventory of awards, so the advice is to wipe the inventory after the wipe for this parameter Solo works well for Solo servers Clans support for clans, suitable for the server where the clan system is installed Setting up rewards for each monument Support for custom rewards Setting the frequency of issuing rewards Duration of capture and cooldown until the next capture 3D text in the game itself with all the information when entering the capture area Dynamic markers on the map allow you to visually assess the state of the monument Detailed setting of markers on the map Interface customization Plugin localization for EN and RU languages Commands / tw - allows you to open a menu to take items from the inventory and start capturing the monument Video Config { "General settings": { "Plugin type of work: Team - game teams, Solo - for solo server, Clans - clan support ClanReborn(Chaos), ClansUI(RP), Clans(Umod), Clans(CF)": "Clans", "Frequency of distribution of awards in seconds": 1800, "Items from the inventory can only be taken by the head of the clan": false, "Only the leader of a clan or group can start a capture": false, "Whether to delete inventory of items after wipe": true, "Waiting until the next capture in seconds": 14400, "How many seconds does the capture take": 1800, "Whether to add visible spheres to indicate the capture boundaries": true, "Minimum players on the server to start capturing (0 - off)": 0 }, "Marker settings": { "Marker radius": 0.5, "Marker transparency": 0.4, "Marker color when monument can be captured": "#10c916", "Marker color when monument is captured": "#ed0707", "Marker color when monument cannot be captured": "#ffb700", "Added marker to the map with the name of who last captured monument": true }, "Monuments settings": { "assets/bundled/prefabs/autospawn/monument/large/trainyard_1.prefab": { "Monument name": "Train Yard", "What distance from the center of the monument to gain capture points": 85, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": null }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "techparts", "Item amount": 10, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "lmg.m249", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "weapon.mod.8x.scope", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] }, "assets/bundled/prefabs/autospawn/monument/large/airfield_1.prefab": { "Monument name": "Airfield", "What distance from the center of the monument to gain capture points": 55, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] }, "assets/bundled/prefabs/autospawn/monument/xlarge/launch_site_1.prefab": { "Monument name": "Launch Site", "What distance from the center of the monument to gain capture points": 100, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] }, "assets/bundled/prefabs/autospawn/monument/xlarge/military_tunnel_1.prefab": { "Monument name": "Military Tunnel", "What distance from the center of the monument to gain capture points": 50, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] }, "assets/bundled/prefabs/autospawn/monument/large/powerplant_1.prefab": { "Monument name": "Power Plant", "What distance from the center of the monument to gain capture points": 85, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] }, "assets/bundled/prefabs/autospawn/monument/large/water_treatment_plant_1.prefab": { "Monument name": "Water Treatment Plant", "What distance from the center of the monument to gain capture points": 85, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] }, "assets/bundled/prefabs/autospawn/monument/small/sphere_tank.prefab": { "Monument name": "Sphere Tank", "What distance from the center of the monument to gain capture points": 40, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] }, "assets/bundled/prefabs/autospawn/monument/small/satellite_dish.prefab": { "Monument name": "Satellite Dish", "What distance from the center of the monument to gain capture points": 40, "Rewards": [ { "Item shortname": "stones", "Item amount": 10000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "sulfur", "Item amount": 5000, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "rifle.ak", "Item amount": 1, "Item skinID": 0, "Item name (if custom)": "", "Link to picture (if custom)": "", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" }, { "Item shortname": "glue", "Item amount": 10, "Item skinID": 2409891781, "Item name (if custom)": "$", "Link to picture (if custom)": "https://i.imgur.com/jBaVKHu.png", "Command to execute %STEAMID% (to upload a picture, think of any number skinID and shortname)": "" } ] } }, "UI settings": { "Background color": "0 0 0 0.3", "Outline color": "0.75 0.60 0.20 1.00", "'Start Capture' button color": "0.00 0.17 0.33 1", "'Inventory' button color": "0.00 0.17 0.33 1" }, "Config version": { "Major": 1, "Minor": 0, "Patch": 3 } }$13.50 -
Version 1.0.2
59 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 -
Version 1.0.4
63 downloads
DangerZones is a plugin that creates a bombing zone event, just like in Battle Royale games! Demonstration video: Auto spawn Danger Zones; Custom map marker; Custom zone radius; Can modify rockets damage; Can modify rockets ground distance; Can modify rockets speed; Chat command to spawn danger zones; Multiple danger zones at the same time; Can modify the interval between rockets; You can modify the number of rockets that will be launched at the same time; Custom status label with the SimpleStatus plugin; Fully customizable UI toast notifications; Enable/disable damage to structures; Enable/disable damage to NPC's & Animals; The default configuration file:$4.99 -
Version 1.1.0
94 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 testingFree -
Version 1.1.14
147 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- 61 comments
- 1 review
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Version 1.4.0
10 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 -
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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-
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- #arena
- #arenas
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(and 74 more)
Tagged with:
- #arena
- #arenas
- #war
- #pvp
- #pve
- #pve/pvp
- #gladiator
- #toro
- #toros
- #bull
- #bulls
- #bullring
- #bull ring
- #plaza
- #plazadetoros
- #plaza de toros
- #españa
- #spain
- #spanish
- #andalusia
- #andalucia
- #arte
- #cultura
- #art
- #culture
- #prefab
- #monument
- #inferno
- #hell
- #halloween
- #battle
- #batalla
- #epic
- #battlefield
- #campo de batalla
- #fire
- #burn
- #torero
- #burning
- #kill
- #die
- #rust
- #rust prefab
- #rust monument
- #rust asset
- #custom arena
- #custom
- #traps
- #trampas
- #trap
- #dead
- #vs
- #player
- #playervsplayer
- #event
- #event manager
- #zone manager
- #zone
- #zones
- #gun
- #guns
- #badgyver
- #oxide
- #carbon
- #facepunch
- #playrust
- #rustconsole
- #rust console
- #console
- #apocalypse
- #apocalypsespain
- #apocalypse spain
- #spain custom map
- #spain map
- #spainmap
- #customspainmap
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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- 1 review
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- #arena
- #arenas
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(and 43 more)
Tagged with:
- #arena
- #arenas
- #war
- #pvp
- #pve
- #gladiator
- #prefab
- #monument
- #inferno
- #hell
- #halloween
- #battle
- #epic
- #fire
- #burn
- #burning
- #skeleton
- #skull
- #kill
- #die
- #evil
- #inferno arena
- #inferno arena lite
- #lite
- #lite version
- #rust
- #rust prefab
- #rust monument
- #custom arena
- #custom
- #traps
- #trap
- #glow
- #dead
- #vs
- #player
- #playervsplayer
- #event
- #event manager
- #zone manager
- #zone
- #zones
- #gun
- #guns
- #badgyver