Death's Wishlist
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Personal Marketplace
Let your players shop from the safety of their own bases. Give them the ability to place & pickup their own drone Marketplaces, plus they look cool! With all the necessary configurable options, players will love this on any type of server, PvP or PvE.
To add Marketplaces to server shops, I recommend adding the item rather than the command. You can do this with the following:
Shortname: box.wooden.large SkinID: 2859284352
Features.
Support for Friends, Clans, Teams Works with rewards shops like Server Rewards, Economics etc. Force on foundation (optional) Pickup by hitting a terminal with a hammer or chat command Allow multiple marketplaces (optional) Allow players to craft (optional) Configurable crafting cost More control with optional permissions Drop item if building underneath destroyed (optional) Lose condition on pickup (optional) Checks for space before placing (prevents clipping through structures) Config option to add vending machines to Marketplaces Option to block damage to attached vending machines Important Note: Rotate attached vending machines by hitting with a hammer.
In-Game Commands (Remove / Prefix in F1 Console).
/marketplace.give (give to self) /marketplace.give <PlayerName> or <SteamID> (give to player) /marketplace.craft /marketplace.pickup (Or hit a terminal with hammer) /marketplace.clear (Clear ALL stored marketplace data) /marketplace.clear <SteamID> (Remove marketplace data for player) Console/RCON Command.
marketplace.give <PlayerName> or <SteamID> (give to player) marketplace.clear (Clear ALL stored marketplace data) marketplace.clear <SteamID> (Remove marketplace data for player) (Use console command in reward shops or give custom skinned item)
Permissions (Optional).
personalmarketplace.admin (Required for give & clear commands) personalmarketplace.deploy personalmarketplace.pickup personalmarketplace.craft API:
Plugin devs can prevent conflict with this plugin by utilizing the following:
Interface.CallHook("MarketplaceCheck", skinID)
(where skinID = the skinID of the entity you are checking e.g. entity.skinID)
Returns true if the given entity's skinID matches an item used by this plugin (deployable wooden box item, or Marketplace entity) or null if it is not. Plugin devs can use this to prevent conflict with their plugins if dealing with large wooden boxes or other items which maybe be Marketplace related, now or in the future.
How to Place.
As there is no deployable marketplace item in Rust, the plugin uses the large wooden box planner to help guide and align the Marketplace where you want to place it. Keep in mind the marketplace is a very large item, so it is only a guide to help align it. Make sure to place it far away from where you stand and from buildings, if there is not enough room you will not be able to place and you will get a chat message to tell you this. If you don’t get the position right first time, no worries, just pick it up and try again until happy with the placement. Use caution if marketplace condition is enabled, picking up the marketplace too many times will cause it to break and it is NOT repairable!
Marketplaces are better placed in the middle of a 3x4 or larger foundation for best placement (see below image), but can be placed on open terrain or floors if allowed as such in the config:
Inventory item:
Custom Icon (to use in reward shops etc): https://rustynuts.gg/pmicon.png
- #rust
- #marketplace
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Road Bradley
By ThePitereq in Plugins
RUST Plugin Test Server
TEST MY PLUGINS THERE!
connect play.thepitereq.ovh:28050
Road Bradley plugin enhances APC fights by spawning Bradleys with custom AI on selected roads or allowing players to purchase their own Bradley for battles.
The plugin is highly configurable, letting you set almost every variable to your preference.
It includes various features to enhance your Bradley fights, such as RF Detonators, targeting missiles, and more.
Additionally, it fully supports custom map configurations.
Set Bradleys to spawn and patrol roads Gives players the option to purchase their own Bradley, with damage and loot locked to the owner or their friends, clan (with required plugins), or team. Custom Bradley AI with settings for target distance, clothing check, tool check, and view distance, which is superior to the vanilla AI in many aspects. Supports currency plugins. Custom markers on Bradleys. A RUST-themed UI. Tank unstuck system that is fully customizable, with console messages if the tank is stuck for more than 30 seconds. Custom routes for custom maps are supported. You can make tank routing through multiple roads or setting the route to the longest road on the map. Bradleys can spawn with different profiles at set intervals. Permission system controls purchase unlocks with cooldowns and daily limits. Health, damage, napalm, and debris can all be configured. Custom loot support with item naming and all required things. All Bradley routes can be displayed. Players can be rewarded based on the percentage of damage dealt to a Bradley. Random road timed events. Custom road editor to create and modify roads. Bradley fight bags enable players to respawn without losing loot and quickly return to the fight. Customize Bradley building damage. Restricting fights to owned buildings to prevent Bradley despawn. Customizable main cannon damage and building damage modifiers. Bradleys can call an MLRS airstrike on fighters when their health drops to a configured level. RF Explosives can be configured to automatically explode based on radius or frequency. Auto targetting rockets available to shoot down all flying vehicles.
The "Tank Routes - Spawns Per Maps" config part ins based on levelurl so if your map file is named CustomMapV1.3.3.map if you add CustomMap to config it will work.
It might depend also on map host. Checked on DropBox and Discord. Tank Road IDs can be checked through /tankroute command.
roadbradley.admin - Allows you to use /tankroute command. roadbradley.bypass - Bypass Bradley purchase cost.
/tankroute - Displays help about methods of route displays. /buytank - Opens the Bradley purchase UI. (Configurable) /spawnrbtank <profile> <userId> - Will spawn tank with profile for the userId player. (Chat and Console command) /spawnrbtank <profile> <route> - Will spawn tank with profile on configured route. (Chat and Console command) /tankcount - Shows active road bradley count. (Chat and Console command)
void OnRoadBradleySpawned(BasePlayer owner, BradleyAPC apc, string profile, string targetRoad) - Called when someone succesfully purchased an road bradley. void OnRoadBradleyKilled(BradleyAPC apc, ulong bradleyOwnerId, string profile) - Called when road bradley gets killed. bool CanRoadBradleyTarget(BradleyAPC apc, BasePlayer player) - Override custom target method. Needs to be enabled in config.
{ "Tank Purchase - Commands": [ "buytank", "bt" ], "Tank Route - Use Asphalt Roads Only": false, "Tank Route - Check for Map Obstacles (recommended for custom maps with prefabs on roads": false, "Tank Route - Remove Roads With Obstacles From Pool": false, "Tank Route - Teleport Bradley To Random Road Position after X Stuck Errors (0, to disable)": 0, "Tank Route - Broadcast Stuck To Fighters": true, "Tank Route - Obstacle Keyword Whitelist": [ "roadsign", "train_track", "road_tunnel", "doorcloser" ], "Tank Route - Remove first and last checkpoints from all routes": 1, "Tank Route - Minimal Route Checkpoints To Use": 5, "Tank Route - Remove Timed-Event Roads From Purchasable Pool": false, "Tank Route - Randomize Spawn On Road": true, "Tank Route Editor - Height Offset": 0.1, "Targeting - Target NPC": false, "Targeting - Target Sleepers": false, "Loot & Damage Share - Check For Caller Building Damage": true, "Loot & Damage Share - Allow Damage For Caller Team Buildings": true, "Loot & Damage Share - Unowned Damage Entity Reminder": 50, "Loot & Damage Share - Unowned Damage Entity Bradley Kill": 200, "Loot & Damage Share - Ignore Crate Ownership Checks": false, "Loot & Damage Share - Use Friends": false, "Loot & Damage Share - Use Clans": false, "Loot & Damage Share - Use RUST Teams": true, "Loot & Damage Share - Limit Server Spawned Bradleys Loot To Top Damage Player": false, "Loot & Damage Share - Disable Unowned Tank Damage To Buildings": false, "Loot & Damage Share - Disable Tank Damage To TC And Sleeping Bags": false, "Purchases - Used Purchase System (0 - None, 1 - Economics, 2 - ServerRewards, 3 - ShoppyStock)": 3, "Purchases - Used Currency (If ShoppyStock Is Used)": "myCurrencyKey", "Purchases - Currency Symbol (used in display)": "$", "Purchases - Max Purchased Bradleys (0, to disable)": 3, "Limits - Daily Limit Type (true - calls, false - won fights)": true, "Tank Info - Display Timed Bradley Info": true, "Tank Info - Timed Bradley Shop Name Format": "{0} BRADLEY\n[Health: {1}]", "Tank Info - Display Purchased Bradley Info": true, "Tank Info - Purchased Bradley Shop Name Format": "{1}'s {0} BRADLEY\n[Health: {2}]", "Tank Health UI - X Anchor (0-1)": 0.5, "Tank Health UI - Y Anchor (0-1)": 0.0, "Bag Respawns - Enabled": true, "Bag Respawns - Max Bags Per Player": 4, "Bag Respawns - Max Bed Distance From Player": 100.0, "PopUpAPI - PopUp Profile Name": "Legacy", "Tank Disarm Frequency": 1470, "Enable CanRoadBradleyTarget Hook": false, "Custom Tank Death Properties": { "Show Road Bradley Death Locations On Map": true, "Fireball Count (0, to disable)": 0, "Use Fireballs As Chest Lock (not recommended, high performance impact, if false, uses custom method)": false, "Hide Gib Flying Spheres (used for their scaling, will make gibs 'jump' once)": true }, "Tank Unstuck - Killed Entity Names": [ "servergibs_bradley", "scraptransporthelicopter", "magnetcrane.entity", "minicopter.entity", "supply_drop" ], "Tank Routes - Spawns Per Maps": { "default": [ "default" ], "Detroit": [ "default", "custom" ], "HapisIsland": [ "hapis" ], "ParadiseIsland": [ "custom" ] }, "Tank Routes - Purchasable Road ID Blacklist Per Map": { "default": [ "Edited_756", "Edited_33" ], "Detroit": [ "Edited_4" ] }, "Tank Routes - Custom Purchasable Roads Per Map": { "default": [ "CustomRoad1", "CustomRoad2" ], "Detroit": [ "DetroitRoad1", "DetroitRoad2", "DetroitRoad3" ], "HapisIsland": [ "HapisRoad2", "HapisRoad3", "HapisRoad4" ] }, "Tank Routes - Spawn Configuration": { "custom": { "Tank Route - Road IDs (Random, if more than one)": [ [ "0", "1" ], [ "2", "3" ] ], "Tank Route - Use all default roads": false, "Tank Route - Use longest path": false, "Tank Route - Remove first and last checkpoints": 3, "Spawns - Announce Spawn": true, "Spawns - Announce Kill": true, "Spawns - Respawn Time (in seconds)": 1200, "Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 120, "Spawns - Min. Online Players For Each Tank Amount (Amount Of Tanks: Amount Of Players)": { "1": 4, "2": 12, "3": 20 }, "Spawns - Chance": { "Extreme": 1, "Hard": 3 } }, "default": { "Tank Route - Road IDs (Random, if more than one)": [], "Tank Route - Use all default roads": false, "Tank Route - Use longest path": true, "Tank Route - Remove first and last checkpoints": 3, "Spawns - Announce Spawn": true, "Spawns - Announce Kill": true, "Spawns - Respawn Time (in seconds)": 900, "Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 120, "Spawns - Min. Online Players For Each Tank Amount (Amount Of Tanks: Amount Of Players)": { "1": 4, "2": 8 }, "Spawns - Chance": { "Hard": 2, "Normal": 5 } }, "hapis": { "Tank Route - Road IDs (Random, if more than one)": [ [ "HapisRoad1" ] ], "Tank Route - Use all default roads": false, "Tank Route - Use longest path": false, "Tank Route - Remove first and last checkpoints": 3, "Spawns - Announce Spawn": true, "Spawns - Announce Kill": true, "Spawns - Respawn Time (in seconds)": 900, "Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 120, "Spawns - Min. Online Players For Each Tank Amount (Amount Of Tanks: Amount Of Players)": { "1": 4, "2": 8 }, "Spawns - Chance": { "Hard": 2, "Normal": 5 } } }, "Tank Routes - Purchasable": { "Extreme": { "Purchases - Required Permission (leave blank, to disable)": "roadbradley.extreme", "Purchases - Cooldown (in seconds, 0 to disable)": 7200, "Purchases - Max Daily (in seconds, 0 to disable)": 1, "Purchases - Max Purchased Bradley Permissions (from best to worse)": { "roadbradley.limit.premium": 3, "roadbradley.limit.vip": 2 }, "Purchases - Time To Kill (in seconds, 0 to disable)": 600, "Purchases - Time To Come To Bradley (Kill Time + Coming Time)": 600, "Purchases - Limit Loot To Team": true, "Purchases - Limit Target To Team": true, "Purchases - Limit Damage To Team": true, "Purchases - Kill Announce Enabled": true, "Purchases - Required Items": [ { "Shortname": "scrap", "Amount": 1000, "Skin": 0, "Custom Icon URL": "" }, { "Shortname": "currency", "Amount": 5000, "Skin": 0, "Custom Icon URL": "" }, { "Shortname": "metal.fragments", "Amount": 10000, "Skin": 0, "Custom Icon URL": "" } ] }, "Hard": { "Purchases - Required Permission (leave blank, to disable)": "", "Purchases - Cooldown (in seconds, 0 to disable)": 7200, "Purchases - Max Daily (in seconds, 0 to disable)": 1, "Purchases - Max Purchased Bradley Permissions (from best to worse)": {}, "Purchases - Time To Kill (in seconds, 0 to disable)": 600, "Purchases - Time To Come To Bradley (Kill Time + Coming Time)": 600, "Purchases - Limit Loot To Team": true, "Purchases - Limit Target To Team": true, "Purchases - Limit Damage To Team": true, "Purchases - Kill Announce Enabled": true, "Purchases - Required Items": [ { "Shortname": "scrap", "Amount": 1000, "Skin": 0, "Custom Icon URL": "" }, { "Shortname": "currency", "Amount": 1500, "Skin": 0, "Custom Icon URL": "" } ] }, "Normal": { "Purchases - Required Permission (leave blank, to disable)": "", "Purchases - Cooldown (in seconds, 0 to disable)": 3600, "Purchases - Max Daily (in seconds, 0 to disable)": 3, "Purchases - Max Purchased Bradley Permissions (from best to worse)": {}, "Purchases - Time To Kill (in seconds, 0 to disable)": 600, "Purchases - Time To Come To Bradley (Kill Time + Coming Time)": 600, "Purchases - Limit Loot To Team": true, "Purchases - Limit Target To Team": true, "Purchases - Limit Damage To Team": true, "Purchases - Kill Announce Enabled": true, "Purchases - Required Items": [ { "Shortname": "scrap", "Amount": 100, "Skin": 0, "Custom Icon URL": "" }, { "Shortname": "metal.fragments", "Amount": 1500, "Skin": 0, "Custom Icon URL": "" } ] } }, "Tank Routes - Configuration": { "Extreme": { "Tank Target - Max distance to target": 10.0, "Tank Target - Targeted items": [ "rocket.launcher", "explosive.timed", "explosive.satchel" ], "Tank Target - Lose Target Intrest After X Seconds": 10, "Tank Options - Model Scale": 0.7, "Tank Options - Map Marker Type (None/Crate/Chinook/Cargoship)": "Crate", "Tank Options - Move Speed (0-1)": 1.0, "Tank Options - Move Force": 2000.0, "Tank Options - Health": 5000.0, "Tank Options - View Range": 75.0, "Turret Options - Fire Rate": 0.06, "Turret Options - Burst Length": 15, "Turret Options - Aim Cone": 3.0, "Turret Options - Bullet Damage": 25.0, "Cannon Options - Explosion Radius": 8.0, "Cannon Options - Blunt Damage": 40.0, "Cannon Options - Explosion Damage": 0.0, "Custom Attack - Do Custom Attacks": true, "Custom Attack - Try Interval (in seconds)": 15.0, "Custom Attack - Try Interval Randomization (in seconds)": 5.0, "MLRS Options - Enabled": true, "MLRS Options - Amount Per Fighter": 4, "MLRS Options - Height Spawn": 450.0, "MLRS Options - Sound Alert Prefab Name": "assets/prefabs/tools/pager/effects/beep.prefab", "MLRS Options - Chat Message Alert": true, "MLRS Options - Position Randomization": 25.0, "MLRS Options - Health Level Spawns": [ 4500.0, 3000.0, 1000.0, 100.0 ], "MLRS Options - Explosion Radius": 15.0, "MLRS Options - Blunt Damage": 75.0, "MLRS Options - Explosion Damage": 350.0, "Scientist Options - Disable Scientist Spawn": false, "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)": 4, "Scientist Options - Scientist Spawn Radius": 3.0, "RF Disarm - Enabled": false, "RF Disarm - Type (false - Change Frequency, true - Explode)": true, "RF Disarm - Radius From Tank": 35.0, "Bradley Debris - Scale With Tank": true, "Bradley Debris - Health": 500.0, "Bradley Debris - Time To Cool Down": 60.0, "Loot - Crate Amount (If default loot preset)": 4, "Loot - Used Loot Preset (leave blank for default)": "custom", "Loot - Floor Rewards For Damage Dealt": true, "Loot - Rewards For Damage Dealt": [ { "Command (if not empty, item is ignored)": "", "Shortname": "currency", "Amount": 2000, "Skin": 0, "Display Name": "" }, { "Command (if not empty, item is ignored)": "", "Shortname": "scrap", "Amount": 500, "Skin": 0, "Display Name": "" } ], "Loot - Fire Lock Time (in seconds)": 60 }, "Hard": { "Tank Target - Max distance to target": 10.0, "Tank Target - Targeted items": [ "rocket.launcher", "explosive.timed", "explosive.satchel" ], "Tank Target - Lose Target Intrest After X Seconds": 10, "Tank Options - Model Scale": 0.6, "Tank Options - Map Marker Type (None/Crate/Chinook/Cargoship)": "Crate", "Tank Options - Move Speed (0-1)": 1.0, "Tank Options - Move Force": 2000.0, "Tank Options - Health": 2500.0, "Tank Options - View Range": 50.0, "Turret Options - Fire Rate": 0.06, "Turret Options - Burst Length": 15, "Turret Options - Aim Cone": 3.0, "Turret Options - Bullet Damage": 20.0, "Cannon Options - Explosion Radius": 8.0, "Cannon Options - Blunt Damage": 40.0, "Cannon Options - Explosion Damage": 0.0, "Custom Attack - Do Custom Attacks": true, "Custom Attack - Try Interval (in seconds)": 15.0, "Custom Attack - Try Interval Randomization (in seconds)": 5.0, "MLRS Options - Enabled": true, "MLRS Options - Amount Per Fighter": 2, "MLRS Options - Height Spawn": 450.0, "MLRS Options - Sound Alert Prefab Name": "assets/prefabs/tools/pager/effects/beep.prefab", "MLRS Options - Chat Message Alert": true, "MLRS Options - Position Randomization": 25.0, "MLRS Options - Health Level Spawns": [ 2300.0, 1100.0 ], "MLRS Options - Explosion Radius": 15.0, "MLRS Options - Blunt Damage": 75.0, "MLRS Options - Explosion Damage": 350.0, "Scientist Options - Disable Scientist Spawn": false, "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)": 4, "Scientist Options - Scientist Spawn Radius": 3.0, "RF Disarm - Enabled": false, "RF Disarm - Type (false - Change Frequency, true - Explode)": true, "RF Disarm - Radius From Tank": 35.0, "Bradley Debris - Scale With Tank": true, "Bradley Debris - Health": 500.0, "Bradley Debris - Time To Cool Down": 60.0, "Loot - Crate Amount (If default loot preset)": 4, "Loot - Used Loot Preset (leave blank for default)": "", "Loot - Floor Rewards For Damage Dealt": true, "Loot - Rewards For Damage Dealt": [ { "Command (if not empty, item is ignored)": "", "Shortname": "currency", "Amount": 2000, "Skin": 0, "Display Name": "" } ], "Loot - Fire Lock Time (in seconds)": 60 }, "Normal": { "Tank Target - Max distance to target": 10.0, "Tank Target - Targeted items": [ "rocket.launcher", "explosive.timed", "explosive.satchel" ], "Tank Target - Lose Target Intrest After X Seconds": 10, "Tank Options - Model Scale": 0.6, "Tank Options - Map Marker Type (None/Crate/Chinook/Cargoship)": "Crate", "Tank Options - Move Speed (0-1)": 1.0, "Tank Options - Move Force": 2000.0, "Tank Options - Health": 1000.0, "Tank Options - View Range": 50.0, "Turret Options - Fire Rate": 0.06, "Turret Options - Burst Length": 10, "Turret Options - Aim Cone": 3.0, "Turret Options - Bullet Damage": 15.0, "Cannon Options - Explosion Radius": 8.0, "Cannon Options - Blunt Damage": 40.0, "Cannon Options - Explosion Damage": 0.0, "Custom Attack - Do Custom Attacks": true, "Custom Attack - Try Interval (in seconds)": 15.0, "Custom Attack - Try Interval Randomization (in seconds)": 5.0, "MLRS Options - Enabled": false, "MLRS Options - Amount Per Fighter": 2, "MLRS Options - Height Spawn": 450.0, "MLRS Options - Sound Alert Prefab Name": "assets/prefabs/tools/pager/effects/beep.prefab", "MLRS Options - Chat Message Alert": true, "MLRS Options - Position Randomization": 25.0, "MLRS Options - Health Level Spawns": [], "MLRS Options - Explosion Radius": 15.0, "MLRS Options - Blunt Damage": 75.0, "MLRS Options - Explosion Damage": 350.0, "Scientist Options - Disable Scientist Spawn": false, "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)": 4, "Scientist Options - Scientist Spawn Radius": 3.0, "RF Disarm - Enabled": false, "RF Disarm - Type (false - Change Frequency, true - Explode)": true, "RF Disarm - Radius From Tank": 35.0, "Bradley Debris - Scale With Tank": true, "Bradley Debris - Health": 500.0, "Bradley Debris - Time To Cool Down": 60.0, "Loot - Crate Amount (If default loot preset)": 4, "Loot - Used Loot Preset (leave blank for default)": "", "Loot - Floor Rewards For Damage Dealt": true, "Loot - Rewards For Damage Dealt": [], "Loot - Fire Lock Time (in seconds)": 60 } }, "Loot - Presets": { "custom": { "Loot - Min. Crates": 2, "Loot - Max. Crates": 4, "Loot - Min. Items Per Crate": 4, "Loot - Max. Items Per Crate": 5, "Loot - Loot Table": [ { "Shortname": "explosive.timed", "Amount": 1, "Amount Randomizer Amount (+ and -)": 0, "Always Include Chance (0-100)": 0.0, "Max Always Includes Per Loot (0 to disable)": 0, "Skin": 0, "Display Name": "", "Chance": 1, "Additional Items": [] }, { "Shortname": "metal.refined", "Amount": 1000, "Amount Randomizer Amount (+ and -)": 0, "Always Include Chance (0-100)": 0.0, "Max Always Includes Per Loot (0 to disable)": 0, "Skin": 0, "Display Name": "", "Chance": 2, "Additional Items": [] }, { "Shortname": "rifle.ak", "Amount": 1, "Amount Randomizer Amount (+ and -)": 0, "Always Include Chance (0-100)": 0.0, "Max Always Includes Per Loot (0 to disable)": 0, "Skin": 0, "Display Name": "", "Chance": 1, "Additional Items": [ { "Shortname": "ammo.rifle", "Amount": 20, "Skin": 0, "Display Name": "" } ] } ] } } } -
Scientist Horse
Mounted NPCs The road stops being empty Between monuments a Rust map is nothing — trees, gravel, and a run you have already made a hundred times. This puts armoured scientists on horseback out there. They patrol terrain you never had a reason to watch, they ride you down when provoked, and they are gone from the save file the moment you unload the plugin.
60 Seconds between population top-ups 25 Metre no-spawn ring around bases 4 Things you define per rider type 0 Dependencies ✓ Rider types you write yourself — NPC prefab, weapon, every worn item with its skin ID, and the horse's armour ✓ Peaceful until you shoot first — and then that player is remembered for the rest of the rider's life ✓ Never spawns on somebody's roof — the map is pre-scanned and anything within 25 m of a building block is thrown out ✓ The horses don't rot — decay damage is zeroed and Rust's decay replacement is blocked, so a patrol doesn't end in a pile of parts ✓ Nothing touches your save file — riders and horses are unsaveable by design and every one of them dies on unload 01 — Riders Dress them however you like A rider type is four fields, and you can have as many types as you want. Every spawn picks one at random, so a road can hand you a hazmat scientist with an LR300 and then something you built yourself.
Any NPC prefab as the base The default is the full-kit LR300 scientist, but the prefab path is a plain config string — heavy scientists, tunnel dwellers, anything on the scientist chassis goes in the same field. Clothing with skin IDs The wear list is shortname paired with skin ID, so a rider can turn up in your server's own skinned gear rather than the stock hazmat suit. The prefab's default clothing is cleared first, so you get exactly what you listed and nothing underneath it. One weapon, by shortname Name a weapon and the belt is cleared and rebuilt around it. Leave it empty and the prefab keeps whatever it came with. Bows are the one exception — they are skipped deliberately, because a mounted NPC cannot draw one. Armour on the horse too Roadsign barding by default, and it is equipped properly rather than dropped in the inventory — the horse renders with it on. 02 — Spawning Out in the world, not in your compound The map is surveyed once on startup and the plugin keeps a list of places a horse can actually stand. Nothing is placed blind.
Terrain only, and above the waterline Candidate points are traced straight down from 100 m and kept only if they land on terrain. Water, construction and prevent-building volumes are rejected, and so is anything at or below sea level — no riders trotting along the seabed. A 25-metre ring around anything built A point with a building block inside 25 m is dropped, and the check runs against the live map, not a snapshot. Players who wall off a hillside stop riders appearing on it. Topped up every minute A timer refills the roster to your population figure once a minute, so a night of hunting doesn't leave the map empty by morning. /spawnrider puts one in front of you when you want to look at your config instead of waiting for one to ride past. 03 — Behaviour Scenery until you make it personal Riders do not open fire on sight. Left alone they are something you watch cross a ridge; shoot one and it becomes a problem that follows you.
They shadow you before they shoot you With the passive switch on, a rider will still ride over and pace you — the scientist just won't pull the trigger. It is a far better encounter than an NPC that either ignores you or kills you, and a rider who is only shadowing gets bored after 25 seconds and goes looking for somebody else. Hit one and it never forgets Damage the scientist or the horse and you are added to that rider's grudge list permanently. The 25-second boredom timer does not apply to you any more — it will keep coming while you are both alive. It knows when a chase is over Targets are dropped the moment they enter a safe zone, start swimming, go to sleep, disconnect or die. Nobody gets shot at while loading into an outpost, and no rider stands in the surf waiting for a swimmer. A damage dial so the fight stays winnable A mounted scientist is a small target sitting behind a large animal, so incoming damage to him is multiplied — six times by default. Turn it down for a rider who takes real work to bring down, or to 1 for stock scientist health. 04 — Horses The mount is handled properly Rust's horses were built to be owned, fed and stabled. Three of those systems have to be switched off before a horse can just live outdoors, and all three are.
No decay, no decay replacement Decay damage to a rider's horse is zeroed outright, and the engine's swap-it-for-a-wreck routine is refused. A rider left alone on the far side of the map is still a rider tomorrow. No ragdoll flailing A Harmony patch suppresses the horse ragdoll for plugin mounts only, keyed on their own skin ID. Your players' horses ragdoll exactly as they always did. You decide what happens to the horse Kill the scientist and the horse either drops with him or is cut loose as a riderless animal standing where the fight ended — one switch. The second option turns every encounter into a horse worth walking over for. Reliability Leaves nothing behind ✓ Riders and horses are never saved — both are marked unsaveable at spawn, so they cannot accumulate in your map file or come back as orphans after a wipe ✓ Unload kills every one of them — scientist and horse together, no strays left standing in a field ✓ A dead rider frees its slot immediately — the roster is corrected on death, not on a sweep, so the population figure means what it says ✓ The AI stops itself — the moment a horse or its scientist is gone, the controlling component tears itself down instead of ticking against a dead entity ✓ No dependencies — nothing to install alongside it, and no economy or NPC framework required Commands One command, for you Players never type anything, and there is nothing to hand out — the command is gated on admin, not on a permission.
/spawnrider Spawn a random rider type at your feet — the fast way to check a config change Questions Before you buy Can I change what they wear and what they carry? Yes, per rider type. The wear list takes a shortname and a skin ID for each item, so custom-skinned outfits work, and the weapon is a single shortname. Bows are ignored on purpose. There is no kit-plugin integration — the items are named directly in the config. Can I have several kinds of rider on one map? Yes. Rider types are a list, and each spawn picks one at random. Each type carries its own scan radius, so a lightly armed scout can notice you from further away than a heavy. Can I set my own spawn points, or spawn a type in one region? No. Positions are generated from the terrain at startup and used for every type equally. There is no per-type placement and no way to hand-pick a location beyond spawning one yourself with the command. Do they drop the gear I dressed them in? Yes — the corpse carries whatever you put on the rider, and there is no switch to strip it. Price the outfit accordingly: expensive clothing on a common rider is a loot faucet. What about snowmobiles or other vehicles? Horses only. The movement code drives the horse's own gait and steering directly, so it does not transfer to another vehicle. Will they camp new players or shoot into outposts? No. Safe-zone players are never valid targets and an existing target is dropped the moment they enter one, along with anyone swimming, sleeping, disconnected or dead. Leave the passive switch on and a rider will not fire at all until it is shot. Do they survive a restart? No, and that is deliberate — they are never written to the save. The map is re-surveyed and the population rebuilt on load, so a restart costs you nothing but gives you a fresh spread of riders.- #scientist
- #horse
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Spray Skins
permission for use - sprayskins.use
permission for workshop's skins - sprayskin.workshop
Open UI - fire button or command /spray (you need to look at the object whose skin you want to change at the same time hold the spray in the hands)
FEATURES:
Change skinID with spray All steam workshop skins Skins from config
{ "Command": "spray", "all - workshop + your config | config - only from config | workshop - only from workshop": "all", "Perm for use": "sprayskins.use", "Your skins": { "furnace": [ 2729798683 ] } } P.s - (My Discord - tofurahie#4144)
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Advanced Player Hud
Advanced Player Hud will show players the health information of their armor, the ammount of bullets left on their inventory (for the weapon they are using in that moment). And the information on how many kills and deaths the user has.
Important: This plugin depends on Image Library
Permissions:
advancedplayerhud.use - Players with this permission will be able to see the hud. Commands:
/hud - Hides or shows the hud. (Can be changed on the config) Configuration:
In order to make an easier config, there are 3 default hud positions, but the hud can be changed anywhere by adjusting the X and Y value. Value 0 x and 0 y will place the hud on the bottom left corner. The max values cont be changed through the config so the aspect ration isnt unintentionally altered.
{ "Plugin Settings": { "Chat command:": "hud", // Changes chat comand "Hud position config (1-4)": 2, //Selects the default hud position. "-Option 1: Hud position config coordinates X (Min Value)": 0.651, "-Option 1: Hud position config coordinates Y (Min Value)": 0.025, "-Option 2: Hud position config coordinates X (Min Value)": 0.011, "-Option 2: Hud position config coordinates Y (Min Value)": 0.025, "-Option 3: Hud position config coordinates X (Min Value)": 0.161, "-Option 3: Hud position config coordinates Y (Min Value)": 0.025 }, "Customization Settings": { "Health bar color. Over 50% (Default green):": "0.298 0.686 0.313 1", // https://umod.org/guides/rust/basic-concepts-of-gui#colors "Health bar color. Under 50% (Default orange):": "0.949 0.549 0.156 1", "Health bar color. Under 25% (Default red):": "1 0.266 0.2 1" }, "Image Settings": { "Helmet image": "https://i.imgur.com/WIMi8bQ.png", "Vest armor image": "https://i.imgur.com/6Oip7iZ.png", "Pants armor image": "https://i.imgur.com/JtJ6Epi.png", "Ammunition image": "https://i.imgur.com/Fp0PQxG.png", "Kills image": "https://i.imgur.com/dcPqZgS.png", "Deaths image": "https://i.imgur.com/v805gz7.png" } }