0g.Ghost.7373's Wishlist
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TooManyNades
TooManyNades
New Video Will Be Released Soon
WIP:
TeleportGrenade - Teleport Player To Explosion Area WallGrenade - Spawns a Barriacde, WoodWall, StoneWall At Explosion Area AirDropGrenade - Calls In A AirDrop HandCuffGrenade - Handcuffs all players Within Explosion Area VanishGrenade - Players Within Explosion area will become Invisible for X Duration - Configureable HeliGrenade - Calls In PatrolHelicopter SkyRocketGrenades - Rockets,HighVelocity,Incendinary Comes flying from the Sky - Amount And Formations will be configureable Integration into LootContainers - Define what grenades that can be found in wich containers - GrenadeType, Amount, LootContainer + %Chance to find in container will be Configureable Economy Integration Support - Grenades Can Be Purchased With Economy Plugins
Description:
TooManyNades revolutionizes Rust gameplay by giving server admins the power to create a vast array of customizable grenades, each equipped with unique effects and functionalities for dynamic combat. From healing and radiation grenades to repair and cluster effects, TooManyNades enables total control over grenade properties, permissions, costs, and advanced effects, enhancing both offensive and defensive play. Permissions for grenades are dynamically generated, so admins can easily manage access per player group.
Pre-Configured Grenades
Each grenade type below is fully configurable. Server owners can adjust these settings in the config file or add new grenades from scratch.
Combat and Utility Grenades
HighDamage: High-impact blast with stickiness, extended splash damage, and a high inventory cap for intense battles. PowerfulBlast: Explodes on impact, features incendiary effects and a large blast radius, crafted with metal and explosives for high-powered play. EMPGrenade: Temporarily disables electronics like turrets and SAM sites, requiring tech parts and metal fragments for balance. Flashbang: Blinds players within the blast radius, adding a strategic edge to disorient enemies. DemolitionGrenade: Destroys structures within its explosion radius, effective for raiding and base destruction. SleepGrenade: Puts players in the radius to sleep, rendering them vulnerable for a set duration. HotbarDropGrenade: Forces players to drop items from their hotbar within the blast radius. SharkGrenade: Spawns a shark within the radius, adding a unique hazard for players. SupplyGrenade: Drops valuable supplies upon explosion for resource gathering. F15AirStrikeGrenade: Launches a spread of missiles in a radius, with customizable missile count and blast radius. BradleyNade: Spawns a Bradley APC upon explosion, creating a formidable obstacle. Cluster Grenades
F1Cluster: Releases multiple F1 sub-grenades upon explosion, creating a wide area of impact. MolotovCluster: Throws Molotov cocktails in a cluster effect, causing fires across the impact area. SmokeCluster: Creates a smoke screen with multiple smoke grenades for visual obfuscation and cover. BeancanCluster: Spawns smaller beancan grenades, ideal for compact yet spread-out damage. HE40mmCluster: Spawns high-explosive 40mm grenades for a powerful secondary blast effect. Smoke40mmCluster: Deploys a smoke field using 40mm smoke grenades to hinder visibility. LandmineCluster: Throws landmines in a cluster, creating an area filled with explosive traps. FlashbangCluster: Releases multiple flashbangs upon explosion to disorient enemies in a large area. Building and Repair Grenades
WoodUpgradeGrenade: Upgrades structures in the radius to wood. StoneUpgradeGrenade: Upgrades structures in the radius to stone. MetalUpgradeGrenade: Upgrades structures in the radius to metal. HQMUpgradeGrenade: Upgrades structures in the radius to high-quality metal (HQM). FullRepairGrenade: Instantly repairs all damaged structures in the radius. RepairOverTimeGrenade: Gradually repairs structures over time, with configurable repair intervals. RepairProGrenade: Enhanced repair effect for advanced repair needs, with fast restoration. DeAuthorizeTCGrenade: Removes player authorization from nearby tool cupboards. DeAuthorizeTurretGrenade: Deauthorizes players from auto turrets, rendering them ineffective. Environmental and Support Grenades
WaterGrenade: Extinguishes fires and reduces radiation levels in the affected area. HealingGrenade: Restores health to players within the radius, acting as a portable healing device. RadiationGrenade: Inflicts radiation damage over a set duration, effective for area denial. Animal Grenades
Summon various animals within the explosion radius:
BearGrenade: Spawns a bear to create an aggressive hazard. WolfGrenade: Releases a wolf for additional danger. ChickenGrenade: Adds chickens in the area, creating a unique, less-threatening environment. DeerGrenade: Spawns a deer, adding wildlife in a strategic area. BoarGrenade: Releases a boar for added wilderness impact. HorseGrenade: Spawns a horse, potentially useful for quick transportation or distraction. Scientist Grenades
Summon different NPC types, each with unique challenges:
BanditGuardGrenade: Spawns a Bandit Guard NPC. ArenaScientistGrenade: Deploys an Arena Scientist NPC. BradleyScientistGrenade: Calls a Bradley Scientist NPC. BradleyHeavyGrenade: Spawns a heavily armored Bradley Scientist. CargoScientistGrenade: Deploys a Cargo Scientist for added threat. CargoTurretGrenade: Summons a Cargo Turret-equipped Scientist. CH47GunnerGrenade: Spawns a CH47 Gunner NPC. ExcavatorScientistGrenade: Calls an Excavator Scientist to the scene. FullScientistGrenade: Deploys a fully equipped Scientist NPC. HeavyScientistGrenade: Spawns a heavily armed Scientist NPC. OilRigScientistGrenade: Deploys an Oil Rig Scientist. TunnelDwellerGrenade: Summons a Tunnel Dweller NPC. UnderwaterDwellerGrenade: Calls an Underwater Dweller NPC. ZombieGrenade: Spawns a Minecraft Looking Zombie Vehicle-Spawning Grenades
Spawn a variety of vehicles upon explosion:
AttackHelicopterGrenade: Spawns an Attack Helicopter for an aerial threat. MotorBikeTrikeGrenade: Deploys a motorbike trike for fast land transport. MotorbikeGrenade: Spawns a standard motorbike. PedalBikeGrenade: Deploys a pedal bike for quick yet quiet movement. PedalTrikeGrenade: Releases a pedal trike. KayakGrenade: Spawns a kayak for water-based navigation. RhibGrenade: Calls a RHIB for high-speed water transport. RowboatGrenade: Deploys a rowboat for slower, steady water navigation. TrainGrenade: Summons a train, potentially for transportation. TugboatGrenade: Deploys a tugboat for an unusual vehicle option. MinicopterBusGrenade: Spawns a Minicopter for aerial exploration. TwitchBusGrenade: Deploys the special Twitch Bus vehicle. 2ModuleCarGrenade: Spawns a two-module car. 3ModuleCarGrenade: Releases a three-module car. 4ModuleCarGrenade: Deploys a four-module car for extended functionality. ScrapHeliGrenade: Calls a Scrap Helicopter, perfect for air travel. SnowmobileGrenade: Spawns a snowmobile for winter terrains. SedanRailGrenade: Deploys a sedan rail vehicle. SedanTestGrenade: Spawns a sedan test vehicle. SubmarineDuoGrenade: Calls a two-person submarine for underwater exploration. SubmarineSoloGrenade: Spawns a solo submarine for individual exploration. TomahaSnowmobileGrenade: Deploys a specialized snowmobile. Special Effect Grenades
ImpactExplosion: High-damage grenade that explodes on impact, useful for close-range high-damage scenarios.
Key Features
Core Grenade Settings
Permission: Unique permission for each grenade type to control access based on player group. SkinID: Optional custom skin for visual differentiation. Damage, BlastRadius, and SplashDamage: Define the grenade’s impact area, overall damage, and splash effects. ThrowForce: Controls how far the grenade can be thrown. FuseLength: Sets the delay before detonation. CanStick: Enables grenades to stick to surfaces, useful for precise placement. ExplodeOnImpact: Causes the grenade to detonate immediately upon hitting a surface. RequireCost & MaxInventoryCap: Defines item requirements for use and limits the number a player can carry. Cost Settings CostItems: Configures specific items and amounts needed for each grenade, balancing the gameplay impact. Specialized Effects
Combat Effects
Incendiary: Causes a burn effect in the impact area, igniting enemies or objects. Flash: Temporarily blinds players in the radius, with adjustable flash duration. EMP: Disables nearby electronics, such as turrets, SAM sites, and Tesla Coils, for strategic advantage. Demolition: Destroys all structures within the blast radius, ideal for base raiding. SleepEffect: Causes players within the radius to fall asleep, rendering them vulnerable for a set duration. HotbarDropGrenade: Forces players within the radius to drop items from their hotbar. Cluster Grenade Options
ClusterGrenadeAmount: Specifies the number of sub-grenades released per detonation. ClusterType: Choose from F1, smoke, beancan, flashbang, molotov, 40mm HE, 40mm smoke, or landmine. ClusterThrowForce: Controls the throw force applied to each sub-grenade. Building and Repair Effects
UpgradeEffect: Enables grenades to upgrade structures. UpgradeGrade: Allows upgrades to Wood, Stone, Metal, or HQM. UpgradeHealth: Applies a set health amount to upgraded structures, enhancing durability. FullRepair: Instantly restores full health to structures in the area. RepairOverTime: Gradual repair effect with customizable intervals and repair amounts. RepairPro: An advanced repair effect with faster and more powerful restoration. Deauthorization Effects
DeAuthorizeToolCupboard: Removes player authorization from nearby tool cupboards. DeAuthorizeTurrets: Removes authorization from auto turrets in the area, disabling them temporarily. Environmental and Support Effects
WaterGrenade: Extinguishes fires and reduces radiation levels in the area. HealingGrenade: Restores health to players in the radius, either over time or instantly, based on settings. RadiationGrenade: Deals radiation damage over time, useful for area denial and defense. Animal and NPC Effects
AnimalType: Summons various animals within the explosion radius, such as bears, wolves, chickens, deer, boars, and horses. ScientistType: Deploys different NPC types for unique challenges, including Bandit Guard, Bradley Scientist, Cargo Scientist, and more. Vehicle-Spawning Effects
VehicleGrenade: Spawns vehicles upon detonation, including options like Attack Helicopter, motorbikes, boats, cars, and helicopters. Unique and Special Effects
ItemSpawnEffect: Spawns specified items upon grenade explosion, such as supplies or resources. F15Grenade: Launches multiple missiles in a specified radius, with customizable damage, spread, and explosion radius. BradleySpawn: Spawns a Bradley APC to add a mobile obstacle or defense. SharkGrenade: Summons a shark within the radius, adding an unusual and dangerous threat in water-based gameplay.
Commands and UI
/getgrenade <name> [quantity]: Players can acquire grenades based on permissions, inventory caps, and resource costs. /grenadelist: Lists all available grenades with properties, permissions, and item costs. - AT DEFAULT A UI APPEAR WHERE YOU CAN ALSO BUY GRENADES WITH A BUTTTON /cleanup_f15: Admin command to remove any lingering F15 jets from the map, ensuring no active F15s remain post-use.
TooManyNades equips Rust servers with unique tactical tools, allowing admins to define every aspect of gameplay. From high-powered explosives to defensive healing and repair grenades, this plugin transforms Rust combat and offers players an unmatched level of immersive and strategic options.
Example: Creating a Custom Grenade
Admins can edit any pre-configured grenade or create entirely new ones in the config file. Below is an example of adding a custom grenade called "FlashBang" that blinds enemies, includes an inventory cap, and requires scrap to craft:
{ "Grenades": { "FlashBang": { "Permission": "TooManyNades.flashbang", "SkinID": 2435780631, "Damage": 50.0, "ThrowForce": 10.0, "FuseLength": 3.0, "BlastRadius": 5.0, "CanStick": false, "ExplodeOnImpact": true, "SplashRadius": 7.0, "SplashDamage": 50.0, "MaxInventoryCap": 5, "RequireCost": true, "CostItems": [ { "ItemShortname": "scrap", "Amount": 20 } ], "Flash": true, "FlashDuration": 3.0 } } }
With TooManyNades, admins can craft a tailored arsenal to enhance tactical gameplay, offering new layers of strategy and interaction on Rust servers.
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Balloon Heist Event
The Balloon Bandits are trying to escape the island in hot air balloons after being spotted stealing treasure from the monuments. They’re heavily armed, so players need to plan carefully, taking out the ringleader first will make it harder, as the other bandits will scatter. When a bandit is killed or a balloon is destroyed, the electromagnet deactivates and releases the loot crate, causing it to fall to the ground. Once the main loot is secured, jets will be called in to eliminate the remaining bandits.
Key Features:
AutoLaunch: Set intervals for automatic event triggers.
Dynamic Balloon Formation: Outer balloons follow the central balloon and scatter when the leader is killed.
Dynamic Movement: Balloons adjust to changing wind speeds and directions, creating a realistic flight pattern.
Customizable Loot & NPCs: Adjust items, health, and NPC equipment.
High-Risk Airstrike Finale: Jets and rockets add a thrilling climax.
Admin Commands: Quick control for starting and stopping the event.
Compatible with Oxide & Carbon Servers
Permissions:
balloonheist.use — Grants admins permission to control event commands.
Commands:
Chat Command:
/startballoon — Admin only
Console Command:
startballoon — Admin only
{ "AutoLaunch": { "AutoLaunchEvent": 5400.0, "EnableAutoLaunch": true }, "ChristmasSettings": { "EnableXmasLights": true, "EnableXmasPresentDrop": true, "DropInterval": 300.0, "CustomLootEnabled": true, "EnableRandomizedLoot": true, "MinItems": 1, "MaxItems": 5, "LootTables": [ { "ShortName": "santabeard", "Amount": 1, "SkinID": 0 }, { "ShortName": "supply.signal", "Amount": 1, "SkinID": 0 }, { "ShortName": "easter.goldegg", "Amount": 1, "SkinID": 0 }, { "ShortName": "easter.silveregg", "Amount": 1, "SkinID": 0 }, { "ShortName": "easter.bronzeegg", "Amount": 1, "SkinID": 0 }, { "ShortName": "xmas.present.large", "Amount": 1, "SkinID": 0 }, { "ShortName": "xmas.present.medium", "Amount": 1, "SkinID": 0 }, { "ShortName": "xmas.present.small", "Amount": 1, "SkinID": 0 } ] }, "Wind": { "WindSpeed": 4.0, "WindChangeIntervalMin": 120.0, "WindChangeIntervalMax": 240.0 }, "Dynamics": { "EnableDynamicMovement": true, "VerticalMovementAmplitude": 10.0, "VerticalMovementFrequency": 1.0 }, "Flight": { "FixedHeight": 150.0, "FlightPathRadius": 2000.0 }, "Samsites": { "TargetBalloons": false }, "CenterBalloon": { "BalloonHealth": 3000.0, "hackableCrateHackingTime": 900.0, "TurnOffBalloonOnNpcDeath": true, "RequireNpcKillForLoot": true, "EnableFlares": true, "NpcHealthMultiplier": 1.0, "RemoveCratesOnEventEnd": false, "CustomLootEnabled": false, "EnableRandomizedLoot": false, "MinItems": 1, "MaxItems": 3, "LootTables": [ { "ShortName": "wood", "Amount": 1500, "SkinID": 0 }, { "ShortName": "supply.signal", "Amount": 1, "SkinID": 0 }, { "ShortName": "rifle.ak", "Amount": 1, "SkinID": 0 }, { "ShortName": "cloth", "Amount": 50, "SkinID": 0 } ] }, "OuterBalloons": { "BalloonHealth": 2000.0, "EnableBalloon": true, "FollowCenterBalloon": true, "BalloonCount": 6, "BalloonRadius": 100.0, "TurnOffBalloonOnNpcDeath": true, "RequireNpcKillForLoot": true, "EnableFlares": true, "NpcHealthMultiplier": 1.0, "RemoveCratesOnEventEnd": false, "CustomLootEnabled": false, "EnableRandomizedLoot": false, "MinItems": 1, "MaxItems": 3, "LootTables": [ { "ShortName": "metal.refined", "Amount": 75, "SkinID": 0 }, { "ShortName": "hazmatsuit", "Amount": 1, "SkinID": 0 }, { "ShortName": "lowgradefuel", "Amount": 10, "SkinID": 0 } ] }, "CenterBalloonNpcLoadout": { "NpcNames": [ "Cpt.Bandit Bill" ], "Attire": [ { "ItemShortName": "santahat", "SkinID": 0 }, { "ItemShortName": "santabeard", "SkinID": 0 }, { "ItemShortName": "metal.plate.torso", "SkinID": 3106983511 }, { "ItemShortName": "hoodie", "SkinID": 1587744366 }, { "ItemShortName": "pants", "SkinID": 1587846022 }, { "ItemShortName": "roadsign.gloves", "SkinID": 2867945048 }, { "ItemShortName": "shoes.boots", "SkinID": 2490448596 } ], "Weapon": "minigun", "Ammo": "minigunammopack", "WeaponSkinID": 0, "NpcCustomLoot": { "EnableCustomLoot": false, "EnableRandomizedLoot": false, "MinItems": 1, "MaxItems": 3, "CustomLoot": [ { "ShortName": "supply.signal", "Amount": 1, "SkinID": 0 }, { "ShortName": "rifle.ak", "Amount": 1, "SkinID": 0 }, { "ShortName": "ammo.rifle", "Amount": 30, "SkinID": 0 } ] } }, "OuterBalloonsNpcLoadout": { "NpcNames": [ "Scrappy Steve", "Stinky Pete", "Rusty Rick", "Breezy Bob", "Decay Dave", "Raider Ron" ], "Attire": [ { "ItemShortName": "attire.snowman.helmet", "SkinID": 0 }, { "ItemShortName": "metal.plate.torso", "SkinID": 2833391256 }, { "ItemShortName": "hoodie", "SkinID": 2899815283 }, { "ItemShortName": "pants", "SkinID": 2899814576 }, { "ItemShortName": "roadsign.gloves", "SkinID": 2867945048 }, { "ItemShortName": "shoes.boots", "SkinID": 2490448596 } ], "Weapon": "rifle.ak", "Ammo": "ammo.rifle", "WeaponSkinID": 0, "NpcCustomLoot": { "EnableCustomLoot": false, "EnableRandomizedLoot": false, "MinItems": 1, "MaxItems": 3, "CustomLoot": [ { "ShortName": "supply.signal", "Amount": 1, "SkinID": 0 }, { "ShortName": "pistol.eoka", "Amount": 1, "SkinID": 0 }, { "ShortName": "ammo.handmade.shell", "Amount": 10, "SkinID": 0 } ] } }, "EventMessages": { "StartMessage": "<color=red>Warning!</color> The Balloon Bandits have been spotted near grid <color=red>{grid}</color>. They were stealing treasures from the monuments! Stop them and reclaim the loot before they escape!", "NpcDeathMessage": "<color=red>{playerName}</color> has eliminated the bandit leader at grid <color=red>{grid}</color>. Stop the remaining bandits before they escape with the loot!", "LootCompleteMessage": "<color=red>{playerName}</color> has recovered the main treasure at grid <color=red>{grid}</color> and called in air support to take down the remaining balloons! You have 5 minutes to retrieve the remaining loot before it is lost forever!", "JetsInboundMessage": "<color=red>Jets incoming!</color> T-minus 30 seconds. Take cover!", "AllBalloonsDestroyedMessage": "The balloon bandits are down!", "EndEventMessage": "The balloon bandits escaped! The stolen goods remain unaccounted for.", "JetsEndMessage": "<color=red>Targets have been eliminated!</color>" }, "JetSettings": { "AirStrikeTimer": 300.0, "JetsInboundMessageDelay": 270.0 }, "EndEvent": { "AutoEndEvent": 3600.0 } }
- #event
- #balloon heist
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Nuke Event Christmas Update
Experience the terror of a nuclear explosion with stunning visual and audio effects. A nuclear missile is launched in to the sky, it will explode near each player, simulating a personal nuke event. This catastrophic blast is accompanied by bright flashes, fireballs, dynamic fog, and radiation. After the nuke explodes, the radioactive fallout will infect 90% of the population, triggering an apocalyptic scenario and unleashing a widespread zombie outbreak!
Christmas Update
How It Works:
Nuclear Missile Launch
A nuclear missile is launched and explodes near each player
Event Warnings:
Initial Warning: Players receive an early alert about an approaching nuclear missile via a UI or Chat message warning, providing a brief window to prepare for the imminent threat.
Second Warning: A final countdown and alert are issued just before the explosion, ensuring players are ready for the impact. These can be customized to show as a UI warning or a chat message.
Optional alarm sounds are used to enhance the urgency and realism.
Nuclear Blast and Audio Effects:
A bright flash simulates the explosion, followed by multiple explosion sound effects and fireballs representing the blast’s impact!
Fully customizable via the config file!
Radiation:
Players not equipped with a hazmat suit will suffer from radiation poisoning.
Hazmat suits and arctic suits offer protection against radiation.
Fully customizable via the config file!
Fog Effect:
Post-explosion, a fog effect is applied to simulate nuclear fallout. This fog gradually clears over time.
Zombie Spawning:
The explosion triggers the spawning of zombies around players, representing the fallout’s effect. Zombies appear randomly nearby and remain for a specified duration.
Post-Nuke Message:
After the explosion and initial chaos, players receive a message about the ongoing zombie threat.
Jet Care Package:
A care package will by dropped of by a jet plane at each players position. Medical supplies are set in as default. You can edit/add your own loot in the config file
Event Triggers:
Automatic Launch: The event can be set to trigger automatically at specified intervals.
Manual Command: Authorized players can start the event using the /nuke command.
Auto Cleanup System:
Automatic Cleanup: After the event concludes, the plugin automatically handles the removal of zombies, fog, and other temporary effects. This ensures a smooth transition back to the normal game state without manual intervention.
Key Features:
Warnings: Tailor messages and timing for initial and final alerts, with options for UI or chat notifications.
Nuke Effects: Customize visual effects, including flash intensity, fireball count, and fog density.
Radiation Protection: Configure protective clothing options and radiation settings
Zombies: Adjust spawn radius, quantity, and active duration for zombies.
Custom Care Package: Add your own loot to spawn in the care package
AutoLaunch: Set intervals for automatic event triggers.
Auto Cleanup: Automatically clears zombies, fog, radiation and other effects
Permissions: nukeevent.use (Admin Only)
Command: /nuke (Admin Only)
Console command: launchnuke (Admin Only)
https://www.youtube.com/watch?v=lsO5ngpW-KM
Update 1.0.4: Added Jet to drop off care package. Event has been sped up in the YouTube video for testing !
https://www.youtube.com/watch?v=4CtOPzB4Cwo&t=21s
{ "AutoLaunch": { "EnableAutoLaunch": true, "Interval": 7200.0 }, "Countdown": { "Interval": 1.0 }, "EventSettings": { "EnableAlarmSound": true, "EnableFireballs": true, "EnableUIWarnings": true, "EnableFlashEffect": true }, "NukeSettings": { "EnableNuclearMissile": true, "NukeEffect": { "BrightDuration": 3.0, "FadeDuration": 1.5, "FadeSteps": 10, "FireballCount": 5, "FireballRadius": 75.0, "FogDuration": 300.0,//Sync with end event duration for full effect "NukeSoundDelay": 0.0, "NukeSoundPaths": [ "assets/prefabs/tools/c4/effects/c4_explosion.prefab", "assets/prefabs/weapons/satchelcharge/effects/satchel-charge-explosion.prefab", "assets/prefabs/weapons/rocketlauncher/effects/rocket_explosion.prefab", "assets/bundled/prefabs/fx/weapons/landmine/landmine_explosion.prefab", "assets/prefabs/tools/c4/effects/c4_explosion.prefab" ] } }, "RadiationSettings": { "ContinuousRadiation": false, //When enabled radiation will continuously affect players without protective clothing until the event ends "EnableRadiation": true, "RadiationDamage": 1.0, "RadiationEffect": 200.0, "RadiationLevel": 200.0 }, "RadiationProtection": { "EnableProtectiveClothing": true, "PoisonSleepingPlayers": false, "ProtectiveClothing": [ "hazmatsuit", "hazmatsuit.arcticsuit" ] }, "CarePackageSettings": { "EnableCustomLoot": true, "EnableRandomizedLoot": false, "MinItems": 1, "MaxItems": 3, "SupplyDrop": { "CustomLoot": [ { "Amount": 1, "ShortName": "hazmatsuit", "SkinID": 0 }, { "Amount": 5, "ShortName": "antiradpills", "SkinID": 0 }, { "Amount": 10, "ShortName": "bandage", "SkinID": 0 }, { "Amount": 2, "ShortName": "largemedkit", "SkinID": 0 } ] } }, "ChristmasSettings": { "EnablePresentDrop": true, "PresentDropPerZombie": 3, "EnableSupplyDropPresents": true, "PresentDropPerSupplyDrop": 2, "ZombieNpcLoadout": { "EnableCustomLoadout": true, "Attire": [ { "ItemShortName": "attire.snowman.helmet", "SkinID": 0 }, { "ItemShortName": "metal.plate.torso", "SkinID": 2833391256 }, { "ItemShortName": "hoodie", "SkinID": 2899815283 }, { "ItemShortName": "pants", "SkinID": 2899814576 }, { "ItemShortName": "roadsign.gloves", "SkinID": 2867945048 }, { "ItemShortName": "shoes.boots", "SkinID": 2490448596 } ], "Weapon": "rifle.ak", "WeaponSkinID": 0, "Ammo": "ammo.rifle", "AmmoAmount": 10000 } }, "ZombieCustomLootSettings": { "EnableCustomLoot": false, "EnableRandomizedLoot": false, "MinItems": 1, "MaxItems": 3, "CustomLoot": [ { "Amount": 1, "ShortName": "hazmatsuit", "SkinID": 0 }, { "Amount": 1, "ShortName": "supply.signal", "SkinID": 0 }, { "Amount": 1, "ShortName": "rifle.ak", "SkinID": 0 }, { "Amount": 5, "ShortName": "bandage", "SkinID": 0 } ] }, "ZombieSpawnPerPlayerSettings": { "SpawnCount": 10, "SpawnRadius": 125.0 }, "ZombieGlobalSpawnSettings": { "SpawnGlobalZombies": false,//Zombies will spawn randomly across the map rather than near each player "GlobalZombieCount": 200 //Add more zombies at your own risk }, "WarningMessageSettings": { "Warnings": { "InitialWarningDuration": 6.0, "FirstWarningMessage": "Warning: A nuclear missile has been launched! It is rapidly approaching the island. Take Cover!" }, "SecondWarning": { "SecondWarningDuration": 10.0, "SecondWarningMessage": "Nuke incoming! Brace for impact!" }, "SecondWarningDelay": 10.0, "PostNuke": { "Message": "The nuclear blast has unleashed a chilling menace! 90% of the population has been infected, transforming into deadly Snowmen. Stay alert and fight for survival!", "MessageDuration": 5.0 }, "PostRemovalMessage": "The infection is now under control. All infected snowmen have melted away.\nA care package has been dropped at your position!", "PostRemovalMessageDuration": 5.0 }, "EndEventSettings": { "EventDuration": 300.0 } }
- #nuke
- #nuke event
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Custom Explosive Weapons
Explosive Weapons
This plugin adds 10 new explosive weapons all with custom icons!
4 new rocket launcher variants
6 new grenades
https://www.youtube.com/watch?v=PJtR93sx2FY&ab_channel=RustArcade
So what weapons do you get?
Check out the video above if you don't like reading. All weapons are shown in there
The Jericho missile - Inspired by Tony Stark himself. "They say that the best weapon is the one you never have to fire. ... I prefer the weapon you only have to fire once" This is definitely that.
Heat Seeker - This is a custom rocket launcher that launches a rocket. It will look on to any player that is near where you are aiming. (Only players). The rocket will follow the player until its blows up
Follow Rocket - This is a custom rocket launcher that launches a rocket that heads to where you are looking. Bend the rocket to where you want it to go.
Javalin - This is a custom rocket launcher that launches a rocket straight up into the air after a few seconds it rapidly descends to your target. The target is located where you are looking and marked with a flare.
Flashbang - A custom f1 grenade. Acts like any flashbang in any other game causing the players screen to flash white for a configurable amount of seconds
Healing - A custom f1 grenade. This grenade is the only grenade to not kill but instead heals all players around it with a passive heal along with an instant heal. It will also pick up any downed players
Impact Nade - A custom 1 grenade. When this grenade hits something it detonates
Multi Nade - A custom f1 grenade. Apon destination 4 other grenades spawn around it. Inspired from Valaront
Molotov Cocktail - A custom bean can. This grenade explodes on impact and spawns fire around where it lands
Stun Grenade - A custom f1 grenade. This grenade stuns all players for a brief duration causing them to all go to the downstate and be extremely vulnerable while in this state
How can I use this plugin with my server?
Each weapon has a skin attached to it. You can use any loot plugin and add these weapons to your loot tables along with the skin ids. All skin ids can be found in the config file and this allows you to only add the weapons you want. Alternatively, there is a command to spawn each grenade for admins.
Commands
The following commands gives the player who typed it the corresponding weapon
/GiveJerico
/GiveSeeker
/GiveFollow
/GiveJav
/GiveMulti
/GiveMoly
/GiveFlash
/GiveImpact
/GiveStun
/GivesHealing
/GiveAll - gives all weapons
Permissions
“explosiveweapons.admin” gives access to all commands
“explosiveweapons.notarget” Players with this permission can not be targeted by the seeker missile
Config
jerichoBigRocketCount - How many big rockets to spawn. Do not set this lower than 1
jerichoSmallRocketCount - How many small rockets to spawn per big rocket. Do not set this lower than 1
jerichoXSize - How wide the rockets should spawn. Make this low to make the rockets land more condensed
jerichoYSize - How spread the rockets should spawn in front and behind the target point
maxRangeForJerichoAndJavalin - max range the javelin and Jericho can target.
scatterSize - How wide apart to spawn the four grenades for the Multi Nade. They will spawn through walls
flashDuration - How long players should be flashed for
jericoDestroyOnShoot - Should the rocket launcher break when they shoot the Jericho missile
heatSeekerDestroyOnShoot - Should the rocket launcher break when they shoot the Heat Seeker
followDestroyOnShoot - Should the rocket launcher break when they shoot the Follow Rocket
javalinDestroyOnShoot - Should the rocket launcher break when they shoot the Javalin
instaHealAmount - How much hp to instant heal from the heal nade
passiveHealAmount - How much hp to heal over time from the heal nade
stunDuration - How long for players to be stunned for
spawnFlares – Should flare spawn on the Jericho and the javalin?
The remaining 10 config items are the skins to be used for each weapon. They can be changed if you would like and they are also the ids used to add items to your loot table
Default skin values
jericoSkin = 2656578790
seekerSkin = 2657299588
trackSkin = 2657312965
javalin = 2657315108
multiGrenadeSkin = 2657418159
molatoveGrenade = 2657408625
flashBangSkin = 2657412999
healingSkin = 2657414983
impactNadeSkin = 2657418820
stunGrenadeSkin = 2657417547
Need to contact me for issues or private work mrcameron999#0001 on Discord
Here is a exmaple of how one customer is using it (not in english)
https://gyazo.com/e420a7b2f31c7b05bcae9705536ca49a
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Injuries And Diseases
What kind of survival game doesn't let you break your leg? With this plugin, players can sustain injuries and become infected with diseases. Currently there are 6 status conditions, each fully customizable through the plugin's configuration file.
Status Conditions
/inflict <player> concussion /cure <player> concussion Periodically blurs the player's vision. Chance to occur when a player is headshot. More likely to occur with more powerful weapons.
/inflict <player> foodpoisoning /cure <player> foodpoisoning Forces the player to vomit occasionally which damages their food and thirst levels. Caused by eating spoiled meat. Can be cured by drinking healing tea.
/inflict <player> brokenleg /cure <player> brokenleg Prevents sprinting and causes damage when moving. Can happen when taking fall damage, chance increases the greater the height. Can also occur when being shot in the leg, this is more likely to happen the more powerful the weapon is.
/inflict <player> rabies /cure <player> rabies Periodically deals damage to the victim and flashes their screen red. Can be rarely contracted from the bites of wild animals. There is no cure, it's best to put the victim out of their misery.
/inflict <player> tapeworm /cure <player> tapeworm The effect of food and water consumption is greatly reduced. Can occur from consuming raw or uncooked meat. Easily treatable with anti-biotics (anti-rad pills).
/inflict <player> z13virus /cure <player> z13virus Not much is known about this disease, however it is often mistaken for rabies. Something terrible occurs when the victim dies... Seems to occur when a player is bitten by a zombie (scarecrow).
Customization
Each status condition has properties that can be customized through the plugin config. Here is a quick description of each of the properties.
Enabled - Set to false to disable this condition.
Likeliness - The chance (0 - 1.0) of this condition occurring through any means. For some conditions, like concussion or broken leg, this will be the MINIMUM chance for this to occur, and it will become more likely depending on how much damage is taken. This is only relevant for some conditions, other conditions may use items/entities to inflict players.
Icon - The url of the icon for this condition.
From Legshots - (Broken Leg Only) Set to false to disable this from occurring when a player is shot in the leg.
From Falling - (Broken Leg Only) Set to false to disable this from occurring when a player takes fall damage.
Damage Scale - The damage effect multiplier for the status condition. This will modify the damage taken for all types (hunger, thirst, ect.) not just health. For example, a value of 0.5 will do half damage while a value of 2.0 will do double damage.
Show Duration - Set to false if you do not want player's to see how many seconds are remaining for this condition. There is a slight performance cost for this being set to true.
Show Indicator - Set to false if you do not want a custom status framework indicator to show up for this condition.
Cure Items - Item short names with corresponding chances from 0-1.0. The items listed will have a chance to cure the condition when consumed/used by the player. An item skin can optionally be specified, see Item Skins section.
Interval Min Seconds - The minimum amount of time in seconds between a condition's symptom from occurring. Only relevant for some conditions.
Interval Max Seconds - The maximum amount of time in seconds between a condition's symptom from occurring. Only relevant for some conditions.
Duration Min Seconds - The minimum number of seconds a condition will last for.
Duration Max Seconds - The maximum number of seconds a condition will last for.
Move Items to Zombie - (Z13 Virus Only) Set to false to disable moving items from a corpse to the newly spawned zombie. The items will instead be left in a backpack.
Reanimation Seconds - (Z13 Virus Only) The number of seconds before an infected player's corpse is reanimated into a zombie.
Infliction Entities - Entity short names with corresponding chance of inflictions from 0-1.0. The entities listed will have a chance to inflict the condition when dealing damage to a player.
Infliction Items - Item short names with corresponding chance from 0-1.0. The items that are listed will have a chance to inflict the condition when consumed/used by the player. An item skin can optionally be specified, see Item Skins section.
Infliction Damage Action - Determined the way that an infliction entity must deal damage in order to inflict a condition. The allowed values are "melee", "ranged" or "any".
Item Skins
You can optionally specify that only an item with a certain skin will count for Cure and Infliction items. To do so just append #<skin id here> to the end of the item shortname. If both a skinned item and a non skinned item definition are specified, then the skinned definition will take priority if applicable. For example if your config looks like this then...
If Anti-Rad Pills with the Skin 12345 are consumed, then it has a 100% cure chance. Anti-Rad Pills with any other skin (including default) only have a 50% cure chance. Only Apples with the 67890 skin have a 100% cure chance. All other Apples have 0% cure chance (because they are not listed). "Cure Items": { "antiradpills": 0.5, "antiradpills#12345": 1.0, "apple#67890": 1.0 }, Creating Your Own Custom Status Conditions
Please note, this is a WIP feature, there may be some bugs, please report them if you find them!
As of v1.2.0 you can use the API method "CreateCondition" to create your own plugin that can register custom status conditions through Injuries and Diseases. But what if you're not a developer? No problem! I have created a plugin for you with a ton of configurable options for you to create your own status conditions. In either case, here are some guides for what you need to do to create your own status conditions.
For Non-Developers
If you are not a plugin developer and you would like to create your own custom status conditions then you can download this plugin file and edit the config that it generates to customize the status conditions how you like. Currently there is a limited amount of things you can do for a status condition. If there is a specific condition, trigger, or effect you would like included, please open a support ticket and make a suggestion! Or, if you want full freedom, you can see the developer section to create your own status condition plugin exactly how you would like.
For Developers
If you are a plugin developer and would like to create a plugin that adds some custom status conditions, then you can make use of the "CreateCondition" API method (see API section) to register any custom conditions you would like to add. To see a code example of how this will work you can refer to the plugin file download like mentioned in the "For Non-Developers" section above. That plugin contains some hints on how the plugin must operate to work with Injuries and Diseases. When creating a custom condition, there are certain aspects that Injuries and Diseases will handle, and others that your plugin will need to take care of. Here is a breakdown of some of those things:
Injuries and Diseases will handle...
Showing status indicators Status duration and countdowns Showing infliction, cure and diagnosis messages (they need to be in YOUR plugin's localization file though) The effect that occurs on intervals and when the condition is first inflicted (you pass these methods into the CreateCondition method) Whether your conditions duration/indicator is shown (pass this into the CreateCondition method) Your plugin should handle...
Registering conditions using the API Means of inflicting your condition (entity attack, item consumed, ect) Means of curing your condition Localization (Injuries and Diseases will reference some of these) Adding images to image library Any configuration options pertaining to your custom conditions Permissions
injuriesanddiseases.admin
Required for admin commands
injuriesanddiseases.doctor Designates a player as a doctor Required for doctor commands
injuriesanddiseases.immune Player cannot be affected by any conditions Will also cure the player of any current conditions when granted Admin Commands
/inflict <player> <condition> <revealed?> Inflicts the player with the specified condition (see status conditions section). Optionally, you can set if the status will be revealed or not. Default value is set in the config.
/cure <player> <condition?> Cures the player from all conditions. If the condition is specified, the player will be cured of just that condition.
/conditions <player> Returns a list of all the conditions a player is suffering from and includes the remaining duration.
/reveal <player> <condition> Reveals the condition to the player if it has no already been revealed.
Doctors (Optional)
As an optional feature, you can assign a player as a doctor. Doctors can diagnose players, which will reveal to the player the condition that their are afflicted with. By default, this isn’t necessary, as players will automatically be notified of what their condition is. However, in the config, you can set it so that conditions are unknown to players until they get a doctor to diagnose them. Once they have diagnosed a player, the doctor will also be informed of how to cure the condition. Doctors can be assigned with the doctor perm, and have access to the following command:
/diagnose Will diagnose any undiagnosed conditions of the player they are looking at. Will also recommend treatment if available.
Supported Plugins
Injuries and Diseases has built in support for the following plugins:
ZombieHorde The default config values contain support for ZombieHorde zombies to inflict the Z13 Virus The keyword in the config for zombie horde entities is "zombie" WalkingDead The default config values contain support for Walking Dead zombies to inflict the Z13 Virus The Walking Dead plugin uses the "scarecrow" entity for their zombies, which is already included BotReSpawn If you want BotReSpawn entities to inflict a condition, use the keyword "botrespawn" in the infliction entities section of the condition config. Configuration
Death Removes Conditions - Set to false if you want conditions to persist even when a player dies.
Pause on Disconnect - Set to false if you want the condition timer to continue even when a player is sleeping. Set to true if you want it to pause when they are sleeping.
Require Diagnosis - Set to false if you want conditions to be automatically revealed to player's when they are inflicted. Set to true if you want them to appear as unknown until a doctor diagnoses them.
Show Doctor Indicator - Set to true if you want an indicator to appear for player's with the doctor permission.
Messages Enabled - Set to false if you do not want messages to appear in the chat for player's when their conditions status is updated.
Message Icon ID - The steam ID of the player portrait you want to appear for all chat messages from this plugin.
Images - A list of image urls for various images used in this plugin.
Status Conditions - Configuration for status conditions (see customization section).
Version - Keeps track of what version your configuration was generated for, do not edit manually.
Developer API
With these developer API tools you can extend the functionality of existing conditions through code. You can add additional effects by making use of the various hooks for each condition.
/* * Returns a list of all enabled conditions. */ List<string> GetConditions(); /* * Returns a list of conditions a player is inflicted with. */ List<string> GetPlayerConditions(ulong userId); /* * Returns true if the player has the specified condition. */ bool HasCondition(ulong userId, string conditionNameId); /* * Inflicts the player with the specified condition. */ void SetCondition(ulong userId, string conditionNameId, bool revealed); /* * Removes the condition for the player. */ void RemoveCondition(ulong userId, string conditionNameId, bool cured); /* * Removes all conditions for the player. */ void RemoveAllConditions(ulong userId, bool cured); /* * Reveals the condition to the player if it is not already revealed. */ void RevealCondition(ulong userId, string conditionNameId); /* * Create a custom condition. BETA */ void CreateCondition(Plugin plugin, string conditionNameId, string imageLibraryIconName, int minIntervalSeconds, int maxIntervalSeconds, int minDurationSeconds, int maxDurationSeconds, bool showDuration, bool showIndicator, Action<BasePlayer> beginEffect = null, Action<BasePlayer> intervalEffect = null);