baumer2k's Wishlist
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Ferry Terminal Event
Want to spice up the Ferry Terminal location on your map? Look no further! Captors have taken hostages and are going to execute them if they cannot enslave them. Liberate the hostages while waves of backup arrive Johnny Blaze style on their motorcycles. They will be relentless and merciless. It's recommended that you bring a friend or two for this one!
Description
The event will begin with a notification that captors have taken hostages and will be trying to take them away to enslave them from the Ferry Terminal monument.
First you will want to dispatch as many of the enemies on site as possible without alerting them of your intent or presence. Once you are ready though, alarms will be sounded and they will attempt to call for backup.
Once the backup begins coming on motorcycle they will continue to send units to keep you from liberating the hostages, or execute them as opposed to letting you get them to freedom!
Each hostage will have a small radius and a configurable countdown will begin as you work on releasing them from their shackles. Once freed you will still need to escort them to a ferry nearby, and they will thank you by opening a hackable crate for you.
There are indicators that help highlight important event items such as the hostages. The configuration file gives plenty of options to customize the event, from NPCs, timers, rewards, and plenty of other options like integration with plugins you already own, in game UI, and more!
Dependencies (optional, not required)
True PVE Pve Mode GUI Announcements Notify Discord Messages Alpha Loot Custom Loot NTeleportation Economics Server Rewards IQEconomic XPerience Kits Better Npc Monument Owner
Chat commands (only for administrators)
/ftstart - start the event
/ftstop - end the event
/ftpos - determining the position coordinates for changing the location of NPCs and crates. It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the monument is read)
Console commands (RCON only)
ftstart - start the event
ftstop - end the event
Plugin Config
en - example of plugin configuration in English ru - example of plugin configuration in Russian
Hooks
void OnFerryTerminalEventStart(Vector3 pos, float radius) – called when the event starts
void OnFerryTerminalEventEnd() – called when the event ends
void OnFerryTerminalEventWinner(ulong winnerId) – called at the end of the event, where the winnerId is the player who did more actions to complete the event
My Discord: kpuctajl
Join the Mad Mappers Discord here!
Check out more of my work here!
- #ferry terminal
- #ch47
- (and 25 more)
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Picklock
Is a simple but interesting plugin to add lock picking to the game!
Description
The picklocks can be used to open door locks and code locks (can be edited in the configuration).
It is possible to change the time and probability of opening the door with a picklock (can be edited in the configuration).
It is possible to change the spawn of picklocks in the crates if it is necessary.
If you want to open the door with the picklock you need to go to the door, take the picklock in the player’s hands, and press the middle button of the mouse. The process of breaking the door will start.
Console commands
givepicklock {steamid} {amount} - gives the player with {steamid} a certain number of picklocks ({amount} pieces) in his inventory
Plugin Config
en – example of plugin configuration in English ru – example of plugin configuration in Russian
My Discord: KpucTaJl#8923
Join the Mad Mappers Discord here!
Check out more of my work here!
- #code lock
- #door
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(and 12 more)
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Power Plant Event
It’s an Event in the Power Plant location
Description
The event begins with a chat warning: soon CH47 will get new crates with items for scientists to the Power Plant location.
When the time is up, the NPCs guarding this location will appear in the Power Plant zone. Then a water barrel will appear on the top of the central building. A CH47 will fly to this location to get new crates with items.
When the CH47 arrives in the Event zone, it will fail to control and crash in a cooling tower of the power plant. All the crates from the CH47 will be on the top of the cooling tower. But they will be in the fire. You need put out the fire to get access to the crates.
It is necessary to activate a fire system to put out the fire. A fire system is on the top of the central building. So a Workcart will arrive to the Event area to bring a barrel of water. You need move this water from the Workcart to the empty barrel on the top of the central building. As soon as you do this, you will be able to start the fire system by pressing a button.
When the fire system has activated, the fire in the cooling tower will be out. You will be able to access the crates in the cooling tower.
There is a camera in the location for viewing the event.
When an event appears, a marker will display on the map (it can set up in the configuration file).
All players in the event area have a timer with countdown to the end of the event
Dependencies Required
NpcSpawn
Dependencies (optional, not required)
True PVE PveMode GUI Announcements Notify Discord Messages AlphaLoot CustomLoot NTeleportation Economics Server Rewards IQEconomic Kits
Chat commands (only for administrators)
/ppstart - start the event
/ppstop - end the event
/pppos - determining the position and rotation coordinates for changing the location of NPCs and crates. It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the Power Plant is read)
Console commands (RCON only)
ppstart - start the event
ppstop - end the event
Plugin Config
en - example of plugin configuration in English ru - example of plugin configuration in Russian
Hooks
void OnPowerPlantEventStart() – called when the event starts
void OnPowerPlantEventEnd() – called when the event ends
void OnPowerPlantEventWinner(ulong winnerId) – called at the end of the event, where the winnerId is the player who did more actions to complete the event
My Discord: KpucTaJl#8923
Join the Mad Mappers Discord here!
Check out more of my work here!
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Satellite Dish Event
It’s an event in the Satellite Dish location
Description
The event begins with a chat warning: a bioweapons deal will be in the Satellite Dish.
When the time is up, extra crates, NPCs guarding this location will appear in the Satellite Dish. Then a locked zombie’s cage will appear. A CH47 will fly to this location to make a transaction.
When the CH47 arrives, it will drop the locked crate as a payment for the biological weapon. Then it will land and zombies will begin boarding on the CH47. As soon as the CH47 has picked up all the remaining zombies, it will fly off the map.
If you kill at least one zombie, an alarm will start. The alarm can be ended by answering the phone on the Satellite Dish within 10 seconds.
If you don’t stop the alarm, reinforcements will arrive as Bradley to this location. It will parachute down from the aircraft.
All crates looting, NPCs, zombies, Bradley can be changed by configuration.
It is possible to change the configuration of all NPCs or use the BotSpawn plugin for NPCs.
There is a camera in the location for viewing the event and lighting for night events.
When an event appears, a marker will display on the map (configurable in the configuration file).
It is possible to set up in the configuration the PVP zone for those who use the TruePVE plugin.
All players in the event zone have a timer with countdown to the end of the event
It is possible to set up an automatic event appear on the map. All timers can be set up in the configuration.
Dependencies Required
NpcSpawn
Dependencies (optional, not required)
True PVE PveMode GUI Announcements Notify Discord Messages AlphaLoot CustomLoot NTeleportation Economics Server Rewards IQEconomic Kits
Chat commands (only for administrators)
/satdishstart - start the event
/satdishstop - end the event
/satdishpos - determining the position and rotation coordinates for changing the location of NPCs and crates. It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the Satellite Dish is read)
Console commands (RCON only)
satdishstart - start the event
satdishstop - end the event
Plugin Config
en - example of plugin configuration in English ru - example of plugin configuration in Russian
Hooks
void OnSatDishEventStart() – called when the event starts
void OnSatDishEventEnd() – called when the event ends
void OnSatDishEventWinner(ulong winnerId) – called at the end of the event, where the winnerId is the player who did more actions to complete the event
My Discord: KpucTaJl#8923
Join the Mad Mappers Discord here!
Check out more of my work here!
- #alarm
- #biological weapon
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(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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Water Treatment Showdown Event
By Yac Vaguer in Plugins
Water Treatment Showdown Event
Operation Cobalt Siege. A timed fight over the Water Treatment Plant that ends with the monument getting nuked, whether your players got out or not.
Runs on Oxide and Carbon.
What actually happens on your server
Every two hours by default, the plugin announces unusual activity at Water Treatment. Two minutes later the monument turns hostile.
Cobalt guards take up positions across the yard. Snipers with scoped M39s hold the high ground. A Bradley APC starts its patrol route. Zombies fill the main building, and if you leave the setting on, the building takes a visible explosion on spawn and the sprinklers kick in. SAM sites cover the airspace so nobody solves this from a minicopter.
The loot is military crates, elite crates and one hackable crate. Starting the hack is the point of no return: the noise calls in a patrol helicopter, and now your players are fighting a Bradley, a heli and whatever NPCs are left, all at once, on a clock.
Four minutes after somebody loots the hackable crate, an F15 comes in and drops the nuke. If nobody finishes in time, the event's own timer does it instead. Either way the monument gets hit with an MLRS barrage and then sits irradiated for five minutes. Anyone still inside picking up loose loot takes rads for it.
That last part is the reason I keep the event on my own server. The evacuation window turns a won fight into a decision, and players get greedy.
Difficulty tiers
One config field, four presets: Easy, Normal, Hard, Nightmare.
The tier multiplies NPC count, NPC health, NPC damage, Bradley HP and every reward payout by the same number (0.75, 1.0, 1.35, 1.75). Normal is 1.0, so an existing config behaves exactly as it did before tiers existed.
The tier is frozen when an event starts. If you reload config mid-event to change it, the running event finishes on the numbers it spawned with, and the new tier applies to the next one.
PVE support
Two options, and you pick one. Never both.
PveMode by KpucTaJl is the fuller integration (Recommended).
SimplePVESphere is the lighter option. A sphere, an owner, done.
If both are configured, PveMode wins and SimplePVESphere is ignored. The plugin logs which one it picked.
Leave both off and the event is straight PvP over a shared monument, which is what most vanilla-ish servers want.
Rewards
Economics, ServerRewards RP and SkillTree XP. You can run all three at once if that's your setup.
Each backend gets its own payout table with four entries: looting the hackable crate, destroying the Bradley, downing the patrol helicopter, killing an NPC. The difficulty tier scales all of them. Everything is disabled by default, so installing the plugin does not quietly start printing currency.
Loot control
Works with AlphaLoot and CustomLoot. Pick one.
AlphaLoot needs nothing configured on this side. Leave every "Use Custom loot plugin?" key false and it fills the event's crates from the profile matching each crate prefab, exactly as it does everywhere else on your map. One gotcha worth knowing: the elite crate's prefab lives under underwater_labs/, so its AlphaLoot profile is underwater_labs/crate_elite, not crate_elite. Edit the wrong one and you'll swear the event is ignoring you.
If you want the event paying differently from the rest of the world, point a crate at a prefab nothing else on your map spawns and give that prefab its own AlphaLoot profile. AlphaLoot matches on prefab, so sharing one means sharing the table.
Turning CustomLoot on while AlphaLoot is installed does not blend the two. CustomLoot wins and AlphaLoot's work is discarded with no error in the log.
Every crate type and every NPC type takes a CustomLoot profile name if you want your own tables. Guards, snipers, zombies, military crates, elite crates and the hackable crate each have their own slot, so you can hand-tune the hackable crate and leave the rest on Rust defaults.
The hackable crate also takes an optional bonus item: a shortname, an amount, a skin ID, a display name and a drop chance. Added on top of whatever table produced the rest of the crate. This is how you seed a custom skin or a server-specific item as the reward for finishing the event.
NPC tuning
Guards and snipers each have a full settings block: name, health, roam range, chase range, sense range, attack range multiplier, target memory duration, damage scale, aim cone scale, vision cone and whether it's checked at all, movement speed, radio chatter on or off, stationary or roaming, and corpse removal.
Loadouts are explicit. Clothing and belt items by shortname, with skin IDs, weapon mods and ammo type. Defaults ship the guards in road sign armour with a flashlight LR300 and an F1, and the snipers with a 16x scoped M39. Kit plugin support is there too, though it costs performance and the config says so.
Zombies get a count and a loot profile.
Bradley and the helicopter
The Bradley has its own health, the number of crates it drops, whether the crate fire keeps burning, whether gibs stick around, and its coax bullet damage. It patrols a waypoint route rather than sitting still.
The patrol helicopter is the newest addition. It spawns when the hackable crate hack starts, not on a timer, so it always lands on top of the fight rather than in a quiet moment. Count, health and crate drops are configurable, and you can turn it off entirely if your player base is small.
Notifications
Chat or GUIAnnouncements, chosen in config. Chat messages take a prefix, prefix colour and size, body colour and size, and a Steam icon ID.
There's also a Discord webhook for the event log, off by default.
Commands
Chat, requires watertreatmentevent.admin:
/wtestart starts the event now /wtestop stops a running event and re-arms the automatic schedule /wte.admin opens the admin panel Console, requires the permission or server admin:
wtestart [steamID] starts the event. The optional Steam ID pre-assigns event ownership to an online player, which is useful for testing PVE rules without having to shoot your way to ownership first wtestop wte.admin wte.nuke skips straight to the finale on a running event. This is the fastest way to check that your radiation and cleanup settings behave, without waiting out a full forty minute cycle wte.selfcheck Permission
watertreatmentevent.admin
For plugin developers
Two hooks fire:
void OnWaterTreatmentEventStart(Vector3 center, float radius) void OnWaterTreatmentEventEnded(Vector3 center, float radius) Both carry the event centre and the configured zone radius, so a leaderboard or a zone plugin can react without having to guess where the monument is.
Two API methods:
bool IsWaterTreatmentEventActive() void ResetWaterTreatmentEventInterval() ResetWaterTreatmentEventInterval restarts the countdown to the next automatic event, which event manager plugins use to stagger events so two don't fire at once.
Configuration you'll probably touch first
"Event Start every [sec]": 7200.0, "Duration of the event [sec]": 2400.0, "Run the event ONLY manually with the commands": false, "Warning time before the Event Spawn [sec]": 120.0, "Time after player loot the hackable crate to end the event and drop the nukes [sec]": 240.0, "Difficulty Tier (Easy, Normal, Hard, Nightmare)": "Normal", "Radius of the event zone in meters (PVE sphere and map marker)": 120.0, "Add Radiation when the F15 drop the nuke": true, "How long the radiation stays in the event area after the nuke [sec]": 300.0, "Clean the area of other NPCs before the event starts": false That last one is worth knowing about if you run BotReSpawn or BetterNpc. Turn it on and anything inside the event zone that this plugin did not spawn gets removed just before the event's own NPCs arrive, along with leftover NPC corpses and loot bags. Player corpses and player backpacks are never touched. It's off by default because most servers don't need it.