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  1. More information about "Turret Tweaks"

    $15.00

    Turret Tweaks

    Installation
    Unzip the archive.
    Drag TurretTweaks.cs under the oxide/plugins folder of your server.
     
    Permissions
    Default permission - turrettweaks.default
    You can set permissions for VIP to give them custom values.
    Example: turrettweaks.vip
     
    Features:
    Auto Turret Settings
    Health Accuracy Range Bullet Speed Damage Scale Power Consumption Infinite Ammo Block ExploAmmo to be Infinite  
    Sam Site Settings
    Health Infinite Ammo   Damage Scale  
    Flame Turret Settings
    Health Turret Arc Flame Range Flame Radius Flame Triggered Duration Infinite Low Grade Fuel Consumption Multiplier Damage Scale  
    Shotgun Trap Settings
    Health Infinite Ammo Aim Cone Sensor Radius Damage Scale  
    Config example
     
    { "VERSION": "v1.1.0", "PermissionsList": [ { "Permission Name: (Copy/Paste this for more permissions)": "turrettweaks.default", "AutoTurret Settings:": [ { "Health (Default = 1000):": 1000.0, "Accuracy (Default = 5):": 5.0, "Range (Default = 30):": 30.0, "Bullet Speed (Default = 10):": 10.0, "Damage Scale (Default = 1.0):": 1.0, "Power Consumption (Default = 10):": 10, "Infinite Ammo (Default = false):": false, "Block ExploAmmo to be Infinite (Default = true):": true, "AutoTurrets per player (0 means infinite):": 0 } ], "SamSite Settings:": [ { "Health (Default = 1000):": 1000.0, "Infinite Ammo (Default = false):": false, "Damage Scale (Default = 1.0):": 1.0, "SamSite per player (0 means infinite)": 0 } ], "FlameTurret Settings:": [ { "Health (Default = 300):": 300.0, "Turret Arc (Default = 45 degrees):": 45.0, "Flame Range (Default = 8):": 8.0, "Flame Radius (Default = 2):": 2.0, "Flame Triggered Duration (in seconds) (Default = 5):": 5.0, "Infinite LowGrade (Default = false):": false, "Fuel Consumption Multiplier (Default = 1):": 1.0, "Damage Scale (Default = 1.0):": 1.0, "FlameTurrets per player (0 means infinite):": 0 } ], "ShotgunTrap Settings:": [ { "Health (Default = 300):": 300.0, "Infinite Ammo (Default = false):": false, "AimCone (Default = 40):": 40, "SensorRadius (Default = 1.25):": 1.25, "Damage Scale (Default = 1.0):": 1.0, "ShotGunTraps per player (0 means infinite):": 0 } ] }, { "Permission Name: (Copy/Paste this for more permissions)": "turrettweaks.vip", "AutoTurret Settings:": [ { "Health (Default = 1000):": 5000.0, "Accuracy (Default = 5):": 10.0, "Range (Default = 30):": 50.0, "Bullet Speed (Default = 10):": 15.0, "Damage Scale (Default = 1.0):": 1.2, "Power Consumption (Default = 10):": 5, "Infinite Ammo (Default = false):": true, "Block ExploAmmo to be Infinite (Default = true):": true, "AutoTurrets per player (0 means infinite):": 0 } ], "SamSite Settings:": [ { "Health (Default = 1000):": 5000.0, "Infinite Ammo (Default = false):": true, "Damage Scale (Default = 1.0):": 1.0, "SamSite per player (0 means infinite)": 0 } ], "FlameTurret Settings:": [ { "Health (Default = 300):": 2000.0, "Turret Arc (Default = 45 degrees):": 60.0, "Flame Range (Default = 8):": 10.0, "Flame Radius (Default = 2):": 4.0, "Flame Triggered Duration (in seconds) (Default = 5):": 8.0, "Infinite LowGrade (Default = false):": true, "Fuel Consumption Multiplier (Default = 1):": 1.0, "Damage Scale (Default = 1.0):": 1.0, "FlameTurrets per player (0 means infinite):": 0 } ], "ShotgunTrap Settings:": [ { "Health (Default = 300):": 2000.0, "Infinite Ammo (Default = false):": true, "AimCone (Default = 40):": 60, "SensorRadius (Default = 1.25):": 1.5, "Damage Scale (Default = 1.0):": 1.0, "ShotGunTraps per player (0 means infinite):": 0 } ] } ] }  
  2. More information about "Weapon Enchantments Pack"

    $19.99 $14.99

    Weapon Enchantments Pack

    Introduction System Overview Installation (Oxide/uMod & Carbon) Configuration Guide Commands Reference Permissions System
    1. Introduction
    Welcome to Weapon Enchantments Pack, a professional-grade weapon enchantment system designed for Rust servers that require full control over progression, balance, and monetization.
     
    What Is Weapon Enchantments Pack?
    Weapon Enchantments Pack is a fully configurable enchantment framework that stores all enchantment data directly on weapon items. This architecture removes the need for world entities, background scanning, or wipe-sensitive databases, making it ideal for long-term wipes and high-population servers.
     
    Key Features
    Complete weapon coverage (all Rust weapon categories). Physical enchant books (store- and kit-friendly). Custom Forge UI for player progression. Permission-driven VIP and tiered access. Store-safe, performance-focused design (no entity scanning / polling loops). Fully configurable — no fixed balance values locked behind code.  
    Who Should Use This Pack?
    Monetized servers with web stores or donation systems. VIP-based progression servers. Long-term wipe servers (monthly or longer). PvP-focused servers. Vanilla+ servers seeking controlled progression.  
    2. System Overview
    Plugin Structure
    Weapon Enchantments Pack consists of two plugins that work together:
    EnchantCore.cs                         Core framework: registry, item storage, Forge UI, enchanting tables, and book handling. EnchantWeapons.cs                 Weapon-specific logic and default enchantments (requires EnchantCore)  
    Data Storage Model
    All enchantment data is stored directly on the item instance. This ensures:
    No wipe-sensitive external databases are required. Enchantments persist through plugin reloads. No performance impact from entity scanning or polling loops. Enchanted items can be traded without losing enchantments.  
    3. Installation (Oxide/uMod & Carbon)
    Prerequisites
    Rust server running Oxide/uMod or Carbon. Access to server file system (FTP or panel). Ability to reload plugins or restart the server. Install Steps
    Upload both plugin files:
    EnchantCore.cs EnchantWeapons.cs Oxide/uMod: oxide/plugins/EnchantCore.cs oxide/plugins/EnchantWeapons.cs Carbon: carbon/plugins/EnchantCore.cs carbon/plugins/EnchantWeapons.cs Loading / Reloading
    Plugins compile automatically on upload. You can also load/reload manually:
    Oxide/uMod console: o.reload EnchantCore o.reload EnchantWeapons Carbon console: c.reload EnchantCore c.reload EnchantWeapons Verify Installation
    Check server console for successful load messages (version text may vary by build):
    Loaded plugin EnchantCore v1.0.0 by hionet.com Loaded plugin EnchantWeapons v1.0.0 by hionet.com Quick Test Commands
    Give yourself an Enchanting Table and a test book:
    enchantcore.givetable YourName 1 enchantcore.givebook YourName sharpness 1 1 Then as server admin (ownerid <YourSteamID> ) run:
    /forge  
    4. Configuration Guide
    Weapon Enchantments Pack uses two configuration files. Both Oxide/uMod and Carbon use the same JSON structure, but the config paths differ.
    Config File Paths
    Oxide/uMod: oxide/configs/EnchantCore.json oxide/configs/EnchantWeapons.json Carbon: carbon/configs/EnchantCore.json carbon/configs/EnchantWeapons.json  
    EnchantCore.json config file explanation
    General Settings
    "Config Version": 1  - Internal version used for safe upgrades. Do not change this manually.
    "Command Prefix": "enchant"  -  Controls the admin chat command prefix. Useful if another plugin already uses /enchant 
    Enchanting Table Settings
    "Enchanting Table": { "Entity Shortname": "box.repair.bench", "Skin ID": 3653802947, "Open Forge By Default": true } Entity Shortname - Base Rust entity used as the table, default: box.repair.bench
    Skin ID (IMPORTANT) - Required skin to identify the table. Prevents normal repair benches from becoming enchanting tables. Only benches with this skin will open the Forge.
    Open Forge By Default:
    true: Opening the table opens the Forge UI automatically (recommended) false: Players must manually use /forge while looting the table  
    UI Settings (Forge Appearance)
    "UI Settings": { "Panel Background Color": "0.1 0.1 0.1 0.95", "Accent Color": "0.4 0.2 0.8 1.0", ... } These settings control visual appearance only.
     
    Rarity Colors (Hex)
    "Rarity Colors (Hex)": { "Common": "#B0B8C2", "Uncommon": "#2ECC71", "Rare": "#3498DB", "Epic": "#9B59B6", "Legendary": "#F39C12" } Used for:
    Forge UI Book display Weapon tooltip text If an enchant rarity has no color, it uses:
    "Default Rarity Color (Hex)": "#FFFFFF"  
    Display Settings (Item Text)
    "Display Settings": { "Enchant Prefix": "[E]", "Enchant Suffix": "", "Separator": ", " } Controls how enchantments appear on weapons.
    Example output:
    [E] Sharpness III, Lifesteal II Prefix/Suffix are purely visual Separator controls spacing between enchants  
    Performance Settings (IMPORTANT)
    "Performance Settings": { "Cache Permission Results": true, "Cache Item Applicability Results": true, "Max Enchantments Per Item (Default)": 3, "Purge Unknown Enchantments": true, "Purge Unknown Delay Seconds": 300 } These settings keep the plugin safe for high-pop servers.
    Cache Permission Results
    Caches permission checks per player Strongly recommended to keep true Cache Item Applicability Results
    Caches which enchants apply to which items Prevents repeated weapon-category checks Max Enchantments Per Item (Default)
    Base limit for players without VIP permissions Can be overridden by: VIP permissions Admin overrides Other plugins via hooks Purge Unknown Enchantments
    Automatically removes enchants that no longer exist in config Prevents broken items after config updates Purge Unknown Delay Seconds
    Delay before purge runs after server start Prevents race conditions during load  
    Loot Books System (Optional LootTable Books inject system)
    "Loot Books": { "Enabled": false, ... } This system injects enchant books into loot containers.
    Loot Injection Controls
    "Max Container Capacity": 36, "Replace Random Item If Full": true Prevents loot overflow Allows replacement if container is full "Refresh Existing Containers On Load": true Refreshes already-spawned containers on server start Useful for long wipes Containers
    "Containers": { "crate_normal": { "Chance": 0.05, "Min": 0, "Max": 1, "Pool": "default" } } Explanation:
    Chance: Spawn probability (0.05 = 5%) Min / Max: Number of books spawned Pool: Which enchant pool to use Pools (Balance Control)
    "Pools": { "default": { "Rarity Weights": { "Common": 60.0, "Uncommon": 30.0, "Rare": 9.0, "Epic": 1.0 }, "Min Level": 1, "Max Level (0 = enchant max)": 0 } } Pools control what kind of books drop.
    Rarity Weights
    Higher value = more common Percentages do not need to total 100 Min / Max Level
    Controls enchant level range 0 = use the enchant’s configured max level 💡 This is your main anti-pay-to-win lever.  
    Recommended Defaults (Best Practice)
    For monetized servers:
    ❌ Disable loot books ✅ Sell books via store ✅ Use Forge for progression For survival / grind servers:
    ✅ Enable loot books ✅ Low spawn chances (1–5%) ✅ Restrict high rarities to elite pools  
    EnchantWeapons.json config file explanation
    This section explains the major sections of the EnchantWeapons configuration file and how it affects weapon balance, VIP tiers, book progression, and compatibility.
    EnchantCore handles UI + storing enchants on items. EnchantWeapons defines what the enchants actually do and which weapons they apply to.  
    Global Settings
    "Global Settings": { "Default Book Item": "documents", "Default Book Skin": 3653712312, "Max Enchants Per Item (Default)": 3, "VIP Max Enchants": { "enchantweapons.vip": 4, "enchantweapons.elite": 5 }, "Combine Success Rates": { "1": 100, "2": 85, "3": 65, "4": 40, "5": 25 }, "Electric Hit Effect": "...", "Electric Chain Effect": "...", "AOE Center Effect": "...", "AOE Target Effect": "" } Default Book Item
    "Default Book Item": "documents" - The default Rust item used as enchant books. Most servers use documents because it’s common and visually “book-like”.
    "Default Book Skin": 3653712312 - Skin ID applied to enchant books. This is important for consistency and presentation (store / kits).
    "Max Enchants Per Item (Default)": 3 - Base maximum number of enchantments allowed on a weapon for players without VIP permissions.
    "VIP Max Enchants": { "enchantweapons.vip": 4, "enchantweapons.elite": 5, "enchantweapons.customname": 10 } This is how you create VIP tiers safely. 
    If a player has enchantweapons.vip, they can have 4 enchants on a weapon If a player has enchantweapons.customname, they can have 10 enchants on a weapon  
    Combine Success Rates
    "Combine Success Rates": { "1": 100, "2": 85, "3": 65, "4": 40, "5": 25 } Controls the success chance (%) when combining or upgrading books to produce the result level.
    Example:
    Level 3 result: 65% success chance Level 5 result: 25% success chance 💡 This is your main “progression speed” lever.
    Lower rates = grind + scarcity. Higher rates = casual / fast progression.
     
    Effect Prefabs (Visuals Only)
    "Electric Hit Effect": "assets/...", "Electric Chain Effect": "assets/...", "AOE Center Effect": "assets/...", "AOE Target Effect": "" These define the visual effects used for specific enchant types.
    Changing these does not change damage or mechanics — it only changes visuals. If AOE Target Effect is empty, no “target FX” will play.  
    Enchantments
    "Enchantments": { "sharpness": { ... }, "lifesteal": { ... }, "critical": { ... } } This is the heart of the plugin.
    Each enchantment is a dictionary entry:
    Key = enchant ID (used in commands and internal logic) Example: sharpness Value = the enchant definition Enchantment Definition Fields
    Example structure:
    "sharpness": { "Name": "Sharpness", "Description": "Increases all damage dealt", "Max Level": 5, "Book Item": "documents", "Book Skin": 3653712312, "Permission": "", "Rarity": "Common", "Applies To": [ "all_weapons" ], "Conflicts With": [], "Target Types": [ "all" ], "Conditions": null, "Levels": [ ... ] } Name / Description
    Display-only text shown in UI and info commands.  
    Max Level
    Maximum level this enchantment can reach.
    Also defines how far upgrades can go. Should match the number of entries you provide in Levels. ⚠️ Common mistake: setting Max Level to 5 but only defining 3 Levels.  
    Book Item / Book Skin
    Overrides the global defaults for this enchant only.
    Use this when you want:
    Different book visuals by rarity Special store-only book appearances Permission (VIP/Store Lock)
    If empty: anyone can use it. If set: players must have that permission to use/apply/upgrade that enchant. Example:
    "Permission": "" "Permission": "enchantweapons.legendary" This is the cleanest way to create VIP-exclusive or store-tier enchantments without giving admin access.
     
    Rarity
    "Rarity": "Common" Used for:
    UI rarity colors (from EnchantCore UI settings) Loot book weighting (if EnchantCore Loot Books is enabled) Rarity does not automatically balance anything — it’s a classification.  
    Applies To (Weapon Compatibility)
    "Applies To": [ "ranged", "bows" ] Controls which weapons can receive the enchant.
    Usually you reference categories from Weapon Categories:
    melee ranged snipers shotguns bows launchers all_weapons  
    Conflicts With
    "Conflicts With": [ "frost" ] Prevents incompatible enchants from being placed on the same weapon.
    Example:
    fire_aspect conflicts with frost This is critical for balance and prevents “stack abuse”.
     
    Target Types
    "Target Types": [ "living" ] Defines what the enchant can affect.
    Common values:
    all player animal scientist npc living building vehicle helicopter bradley deployable Example use:
    Armor Piercing only targets player Looting only targets living entities  
    Conditions (Optional Extra Rules)
    The Conditions block allows you to restrict when an enchant is allowed to activate.
    All conditions are optional — if a condition is not set (or set to zero / empty), it is ignored.
    Conditions are evaluated after TriggerChance succeeds. (check Levels for TriggerChance)
    "Conditions": { "HeadshotOnly": false, "TargetHealthBelow": 0.30, "TargetHealthAbove": 0.0, "DistanceBelow": 0.0, "DistanceAbove": 0.0, "TimeOfDay": "" } You can use one, multiple, or none of these conditions together.
    All enabled conditions must pass for the enchant to trigger.
    Examples:
    HeadshotOnly - The enchant will only trigger on headshots TargetHealthBelow - The enchant only triggers if the target’s current health percentage is below this value. (0.30 = target below 30% HP) TargetHealthAbove - The enchant only triggers if the target’s current health percentage is above this value. (0.50 = target above 50% HP) DistanceBelow - The enchant only triggers if the distance between attacker and target is below this value (in meters).  DistanceAbove - The enchant only triggers if the attacker is farther than this distance from the target. TimeOfDay - Restricts the enchant to a specific time of day. ("day" ,  "night" ) Using TargetHealthBelow + TargetHealthAbove Together
    You can combine both to define a health window.
    "TargetHealthBelow": 0.60, "TargetHealthAbove": 0.30 Enchant only triggers when target is between 30% and 60% HP
    DistanceBelow + DistanceAbove Together
    You can define a distance band.
    "DistanceAbove": 10.0, "DistanceBelow": 50.0 Enchant triggers only between 10m and 50m
     
    Levels (How Enchant Power Is Defined)
    The Levels section defines what an enchant does and how strong it is at each level.
    "Levels": [ { "DamageMultiplier": 1.1 }, { "DamageMultiplier": 1.2 } ] How this works:
    First entry = Level 1 Second entry = Level 2 And so on The number of entries must match Max Level ⚠️ IMPORTANT
    If Max Level is 5, you must define 5 level entries.
    How Level Effects Work
    Each level is a list of effects Any effect you don’t define is ignored Any effect set to 0 is disabled Multiple effects can be combined in one level Effects only activate if: TriggerChance succeeds (if used) Conditions pass (if used)  
    Most Common Effects and Examples
    Damage Bonus (Always On)
    { "DamageMultiplier": 1.20 } Increases all damage 1.20 = +20% damage Best for simple enchants Chance-Based Damage 
    { "DamageMultiplier": 1.50, "TriggerChance": 0.25, "Cooldown": 2.0 } 25% chance to trigger Can’t trigger again for 2 seconds (per target) Prevents constant burst damage Critical Strike
    { "CritMultiplier": 1.75, "TriggerChance": 0.15, "Cooldown": 1.0 } Occasional high-damage hits Classic RPG “crit” behavior  
    Lifesteal 
    { "Lifesteal": 0.10, "TriggerChance": 0.30, "Cooldown": 2.0 } Heals for 10% of damage Cooldown prevents infinite sustain Lifesteal With Cooldown and 2 Levels
    "Levels": [ { "Lifesteal": 0.10, "TriggerChance": 0.30, "Cooldown": 2.0 // this is Level 1 }, { "Lifesteal": 0.15, "TriggerChance": 0.35, "Cooldown": 2.0 // this is Level 2 } ] DamageMultiplier
    Increases all damage dealt. Example: 1.20 = +20% damage. FlatDamage
    Adds a fixed amount of extra damage on hit. Useful for low-damage weapons. CritMultiplier
    Deals extra damage when the enchant triggers. Usually used with TriggerChance. ArmorPierce
    Deals extra damage that ignores armor. Example: 0.25 = 25% of damage bypasses armor. Lifesteal
    Heals the attacker for a percentage of damage dealt. Example: 0.10 = heal for 10% of damage. FlatHeal
    Heals a fixed amount on hit. Safer than lifesteal for PvP balance. RegenAmount
    Applies slow healing over time. Good for sustain builds. HealFromDamageMultiplier
    Turns damage into healing instead (no damage dealt).  Example: 1.00 = heal for 100% of damage. BurnDamage
    Sets the target on fire, dealing damage over time. Uses Duration if set. PoisonDamage
    Applies poison damage instantly. Affects player metabolism or damage types. ColdDamage
    Applies cold damage instantly. Useful for exposure-style effects. BleedDamage
    Applies bleeding damage instantly. RadiationDamage
    Applies radiation poisoning (players only). KnockbackForce
    Pushes the target away from the attacker. Higher value = stronger push. NoSprintDuration
    Prevents the target from sprinting for a short time. Strong control effect. Radius
    Enables area-of-effect behavior. Applies effects to nearby targets. ElectricDamage
    Deals electric shock damage on hit. ChainRadius
    How far electric damage can jump to nearby targets. ChainMaxTargets
    Total number of targets hit by chain lightning (including the first target). DurabilityBonus
    Reduces weapon durability loss. Example: 2.0 = weapon loses durability twice as slowly. Mending
    Repairs weapon condition on hit. AmmoSave
    Chance to not consume ammo when firing. Any value above 0 enables it. LootBonus
    Increases loot dropped from killed enemies. Stacks additively with other LootBonus effects. TriggerChance
    Chance for the enchant to activate. Example: 0.25 = 25% chance. Cooldown
    Minimum time (seconds) before the enchant can trigger again on the same target. Duration
    How long time-based effects last (fire, some AOE effects). HydrationDrain
    Drains water from the target player. CaloriesDrain
    Drains food from the target player. WetnessAdd
    Adds wetness to the target player. ComfortReduce
    Reduces the target’s comfort level.  
     
    Weapon Categories
    "Weapon Categories": { "melee": [ "salvaged.sword", "machete", ... ], "ranged": [ "rifle.ak", "pistol.python", ... ] } This section maps category names to Rust item shortnames.
    Why it exists:
    Makes configs clean and readable Lets you balance entire weapon groups easily Prevents copy/paste errors across enchants To add more weapons:
    Add their shortname into the correct category Or create your own category and reference it from Applies To ⚠️ Common mistake: spelling shortnames wrong → enchant will never apply.  
    5. Commands Reference
    Admin Chat Commands
    Admin command prefix is configurable (default: /enchant). These commands are restricted to BasePlayer.IsAdmin (not permission-based).
    /enchant (shows help) /enchant give /enchant apply /enchant remove /enchant list /enchant info /enchant inspect Console / RCON Commands
    enchantcore.givebook <player> <enchant_id> <level> [amount] enchantcore.givetable <player> [amount] [skinId] 6. Permissions System
    Core Permissions
    enchantcore.forge — Allows players to use the Forge UI (must give this permission if you want to allow players to combine books or to place an enchantment to an item) VIP Enchant Limits
    VIP enchant limits are configured in EnchantWeapons.json under "VIP Max Enchants". Example defaults:
    No permission: 3 enchants per weapon enchantweapons.vip: 4 enchants per weapon enchantweapons.elite: 5 enchants per weapon Per-Enchant Permissions
    Each enchant definition supports an optional Permission field.
    If set, a player must have that permission to use/apply/combine/upgrade that enchant. This is the recommended method for VIP-exclusive or store-tier enchantments.
     
     
  3. More information about "Dungeon Bases"

    $19.99 $15.99

    Dungeon Bases

    The plugin adds a dungeon event to your server. Dungeons are bases with puzzles, NPC defenders, turrets and more. You can create your own dungeons of varying difficulty
     
    You can build your own bases or modify existing ones:

    There are moving NPC guardians in the dungeons:

    There are puzzles with protective doors in the dungeons:

    In the dungeons there are secret notes with codes in boxes or on NPCs:

    Commands:
    dungbase_start - force start event
    dungbase_start <entrance name> <dungeon name> <X> <Y> <Z> - force an event to start using the specified entrance and dungeon at coordinates X Y Z (you can also specify the name of the entrance or dungeon <random>)
    example: 
    dungbase_start entrance1 dungeon1 122.3 5.2 872 dungbase_start random dungeon3 dungbase_stop - force stop event
    dungbase_addblack <radius> - add a zone where dungeon spawning is not allowed
     
    Hooks:
    void DungeonBasesEventStarted() - // called when event starts
    void DungeonBasesEventEnded() - // called when event ends
    Configuration:
    { "Allow only the event owner (the one who entered the dungeon first) into the dungeon": true, "Allow owner's teammates to enter the dungeon": true, "Time before ownership is lost after leaving the server(in seconds)": 300, "Event marker on the map": true, "Event marker name": "Dungeon Base", "Event marker transparency(0-1)": 0.55, "Event marker radius": 0.5, "Event marker color.R(0-1)": 1.0, "Event marker color.G(0-1)": 0.0, "Event marker color.B(0-1)": 0.0, "Display event owner name on marker": true, "Display the time remaining until the end of the event on the marker": true, "Autostart event(disable if you want to trigger the event only manually)": true, "Calculate the time until the next event only after the previous one has finished": false, "Minimum time to event start(in seconds)": 3600, "Maximum time to event start(in seconds)": 7200, "Minimum event duration(in seconds)": 2000, "Maximum event duration(in seconds)": 3000, "Minimum number of online players to trigger an event": 1, "List of NPC names": [ "Dungeon NPC", "Dungeon Keeper", "Dungeon guard" ], "Dungeons list": [ "#dung#base1", "#dung#base2", "#dung#base3", "#dung#base4" ], "Entrances list": [ "#dung#entrance1", "#dung#entrance2", "#dung#entrance3", "#dung#entrance4" ], "Random order of choosing a dungeon from the list (if false, will be selected in turn)": true, "Random order of choosing the entrance to the dungeon from the list (if false, will be selected in turn)": true, "Change the time of day when entering the dungeon(from 0 to 23, if -1 - do not change the time)": 0.0, "How long before the end of the event does radiation start to affect players inside the dungeon": 180, "How long before the event ends will a warning message be displayed to players": 300, "How long after the event ends should the entrance be destroyed": 60, "Close the entrance and exit to the dungeon when the event time is over": true, "Will autoturrets attack NPCs": false, "Save event data (If true, the event will be saved and will continue even if you restart the server or plugin. Disable this if you get lag when saving)": true, "SteamID for chat message icon": 0 } Note: The plugin is guaranteed to work correctly with bases enabled. NPCs will not behave as standard, as they use different algorithms. Only one dungeon can spawn on the map at a time.
  4. More information about "OPERATION FORTRESS"

    $41.95 $31.95

    OPERATION FORTRESS

    Introducing OperationFortress, the ultimate PvE base assault event plugin for Rust servers! Experience intense tactical combat as you and your team infiltrate a heavily fortified enemy base at the Airfield monument. With dynamic NPC encounters, strategic tower captures, and epic boss battles, OperationFortress delivers an immersive military operation experience that will challenge even the most skilled players.
     

     
    ⭐ Features of Operation Fortress
    Epic Base Assault: Infiltrate a heavily fortified enemy base at the Airfield monument with multiple defensive towers and strategic positions. Dynamic Tower System: Capture 6 strategically placed guard towers, each with unique NPC defenders and electric switches to disable the base's security system. Intelligent NPC Combat: Face off against elite enemy forces with advanced AI, including snipers, assault troops, machine gunners, and grenadiers. Boss Battle: Confront the powerful "Fortress" commander in the main base with enhanced health and elite weaponry. Reinforcement System: Experience dynamic combat as enemy reinforcements spawn after capturing towers, adding intensity to the operation. Rich Loot System: Collect valuable rewards from captured towers, defeated NPCs, and the commander's personal safe. PvE Mode Integration: Seamless integration with PvE mode systems for fair loot distribution and team-based gameplay. Customizable Difficulty: Adjust the number of required towers to access the main base, event duration, and NPC configurations. Visual Markers: Clear map markers show tower status, base location, and event progress for easy navigation. Automatic Scheduling: Set up automatic event scheduling with customizable intervals and preparation times. Team Support: Full support for team-based gameplay with shared loot rights and coordinated assaults. Performance Optimized: Efficient NPC spawning and cleanup systems ensure smooth gameplay even with large player bases.  
    📊 Event Overview
    Operation Fortress transforms the Airfield monument into a hostile military installation controlled by the "Fortress" faction. Players must work together to:
    Capture Guard Towers: Infiltrate and secure 6 strategically positioned guard towers, each defended by elite NPC forces. Disable Security System: Activate electric switches in captured towers to disable the base's security system and gain access to the main facility. Assault Main Base: Breach the heavily fortified main base located in one of the Airfield's large hangars. Eliminate Commander: Face off against the powerful "Fortress" commander and his elite bodyguards in an epic final battle. Secure Rewards: Collect valuable loot from defeated enemies, captured positions, and the commander's personal safe.  
    🖼️ Showcase
              
    🎮 Commands
    operation.start - Manually start the Operation Fortress event (requires admin permissions) operation.stop - Stop the current Operation Fortress event (requires admin permissions)  
    🛡️ Permissions
    operationfortress.start - Permission to start Operation Fortress events operationfortress.stop - Permission to stop Operation Fortress events  
    📚 FAQ
    Q: Can players use their own weapons and equipment?
    A: Yes! Players use their own weapons, armor, and equipment during the event. No special gear is provided, making it a true test of player preparation and skill.
    Q: How does the loot system work?
    A: Loot is collected manually from defeated NPCs, captured towers, and the commander's safe. The PvE mode integration ensures fair loot distribution among team members based on damage contribution.
    Q: Can the event be played solo?
    A: Yes! The event is designed to scale with player count. Solo players can complete the operation, though it will be more challenging. Team play is recommended for optimal experience.
    Q: How often does the event occur?
    A: The event can be configured to run automatically at customizable intervals, or it can be started manually by administrators using the provided commands.
    Q: What happens if players fail to complete the event?
    A: If the event timer expires or all players are eliminated, the event ends automatically. Players can attempt the operation again when it becomes available.
    Q: Does the event interfere with other Airfield activities?
    A: The plugin includes options to disable other NPCs and events at the Airfield during Operation Fortress to prevent conflicts and ensure smooth gameplay.
    Q: Can I customize the NPC types and weapons?
    A: Yes! The plugin includes extensive NPC configuration options, allowing you to customize health, weapons, behavior patterns, and reinforcement types for each tower and the main base.
    Q: How does the PvE mode integration work?
    A: The plugin integrates with PvE mode systems to ensure fair loot distribution among team members. Players who contribute more damage to NPCs have priority access to loot, while still allowing team coordination.
     
    📡 Plugin Integration
    OperationFortress is designed to work seamlessly with other popular Rust plugins:
    PvE Mode: Full integration for fair loot distribution and team-based gameplay NpcSpawn: Utilizes advanced NPC spawning and AI systems for realistic enemy encounters Notify/UINotify: Integrated notification system for event announcements and player updates BetterNpc: Compatible with enhanced NPC systems for improved AI behavior MonumentOwner: Integration with monument ownership systems for enhanced gameplay  
    🧪 TEST SERVER
    Join our test server to experience Operation Fortress firsthand!
    Copy the IP Address below to start playing!
     
    connect 194.147.90.239:28015  
    🛠️ API / Hooks
    OnOperationFortressStart()
    Triggered when the Operation Fortress event starts. OnOperationFortressStop()
    Triggered when the Operation Fortress event stops (ends or is canceled). OnOperationFortressEnter(BasePlayer player)
    Triggered when a player enters the event zone. OnOperationFortressLeave(BasePlayer player)
    Triggered when a player leaves the event zone or dies inside it. OnOperationFortressWin(BasePlayer player)
    Triggered when the boss is defeated and the victory chest is opened. player is the boss killer/owner.

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