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  1. More information about "IQPermissions"

    $12.99

    IQPermissions

    IQPermissions is your server's temporary privilege controller with the ability to transfer your data from TimedPermissions, Grant or TimePrivilage!

    Why IQPermissions?  :
    - Multilingual permissions and groups (configurable in the configuration)
    - Familiar commands, see the section "Commands"
    - Logging system, logs will display all the actions of the plugin and its interactions with your players
    - Support for logging in  Discord  (discord will receive notifications about the receipt and expiration of player privileges)
    - It is possible to use  MySQL  in addition to the standard data file
    - The ability to synchronize player privileges between your servers using  MySQL  (privileges and their duration will remain with the player, even if he moves to your other server)
    - The ability to use a "whitelist" for permissions and groups available for synchronization between servers
    - Safety! If the server crashes or the plugin is unloaded, it automatically clears the player's privileges before the plugin is loaded later (optional in the configuration)
    - Encouraging newcomers. You will be able to give groups or permissions to newcomers at any time!
    - Player notifications (3 types) :
    - 1: Receiving a privilege, the player will receive a pop-up notification that he has received a privilege
    - 2 : Expiration reminder, the player will receive a pop-up notification that his privilege is about to end (configurable in the configuration)
    - 3 : Privilege expiration, the player will receive a pop-up notification that his privilege has expired
    - Full customization of the UI plugin
    - Setting up notifications, you can specify a list of permissions and groups the plugin will remind the player about the expiration date
    - IQChat support
    UI-Alert (3 type) - Example :

    Discord Log - Example :

    CONFIGURATION  -  https://pastebin.com/BCV2kK4H
    Q: How can I transfer data from my plugin Time d Permissions/Grant/TimePrivilage?
    A: It's very simple, download Impermissions, configure the configuration to suit your needs and start syncing with one of the commands (you must have your data file downloaded from one of the specified plugins)
    Q: How to install images?
    A: Navigate to the folder /data/IQSystem/IQPermissions/ and move the Images folder from the archive there, then reload the plugin.
    Commands for transferring data from other plugins :
    TimedPermissions -  migration.timedpermissions Grant -  migration.grant TimePrivilage -  migration.timeprivilage *For more commands, see the "Commands" section
    Commands :
    Commands for transferring data from other plugins:
    TimedPermissions -  migration.timedpermissions Grant -  migration.grant TimePrivilage -  migration.timeprivilage Custom commands :
    /pinfo  - displaying information about privileges to the player Issuance of temporary permissions  :
    grantperm Steam64ID Permission Time(1d/1m/1s)  - grant the player a temporary permission grant.permission Steam64ID Permission Time(1d/1m/1s)  - alternative command Withdrawal of temporary permissions  :
    revokeperm Steam64ID Permission  - completely take away the temporary permission  of the player revoke.permission Steam64ID Permission  - alternative command revokeperm Steam64ID Permission Time(1d/1m/1s)  - reduce the duration of the player's permissions revoke.permission Steam64ID Permission Time(1d/1m/1s)  - alternative command Issuing temporary groups :
    addgroup Steam64ID Group Time(1d/1m/1s)  - give the player a temporary group grant.group Steam64ID Group Time(1d/1m/1s)  - alternative command Removing temporary groups :
    revokegroup Steam64ID Group  - completely take away the temporary group from the player revoke.group Steam64ID Group  - alternative command revokegroup Steam64ID Group Time(1d/1m/1s)  - reduce the duration of the player's group revoke.group Steam64ID Group Time(1d/1m/1s)  - alternative command Informative commands :
    perm.users Permission  - withdraw all players who have the specified permission group.users Group  - output all players who have the specified group user.perms Steam64ID  - displays all active player permissions user.groups Steam64ID  - displays all active player groups API :
    Dictionary<String, DateTime> GetPermissions(UInt64 userID) - returns a list of the player's permissions and the time of their validity Dictionary<String, DateTime> GetGroups(UInt64 userID) - returns a list of the player's groups and the time of their action void SetPermission(UInt64 userID, String Permission, DateTime DataExpired) - granting temporary permissions to the player void SetPermission(UInt64 userID, String Permission, String DataExpired) - alternative API (DataExpired in 1d/1m/1s format) void SetGroup(UInt64 userID, String Group, DateTime DataExpired) - issuing a temporary group to a player void SetGroup(UInt64 userID, String Group, String DataExpired) - alternative API (DataExpired in 1d/1m/1s format) void RevokePermission(UInt64 userID, String Permission, DateTime DataExpired = default(DateTime)) - removing player permissions (if DataExpired = default(DateTime) - completely removes the permission from the player, if a period is specified, then it will cut the validity period to this period) void RevokePermission(UInt64 userID, String Permission, String DataExpired = null) - alternative API (DataExpired format 1d/1m/1s) (if DataExpired = null - completely remove the permissions from the player, if a deadline is specified, then the validity period will be scraped until this deadline) void RevokeGroup(UInt64 userID, String Group, DateTime DataExpired = default(DateTime))- removing player group (if DataExpired = default(DateTime) - completely remove the group from the player, if a deadline is specified, then the validity period will be scraped until this deadline) void RevokeGroup(UInt64 userID, String Group, String DataExpired = null) - alternative API (DataExpired format 1d/1m/1s) (если DataExpired = null - completely remove the group from the player, if a deadline is specified, then the validity period will be scraped until this deadline)  
     
  2. More information about "Water Treatment Showdown Event"

    $20.00

    Water Treatment Showdown Event

    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.
  3. More information about "Collection Log"

    $14.99

    Collection Log

    Collection Log is a plugin that will track items collected from multiple sources against multiple collection logs. When a player discovers a new item that is contained in one of the logs, it is marked as found. Once a log has been entirely collected, the player is rewarded with that logs prizes. The sources that players can obtain items from are completely customizable, allowing for some unique logs to be created.
     
     

    Fully customizable logs that also support custom items. 11 different sources that can be collected from (Crates, barrels, Farming, Fishing, Woodcutting etc). Support for item rewards and command rewards included. Supports UINotify for communicating newly collected items.  

     
    Here is an example of 2 collection logs with different sources:
    The "Farming" collection log contains growable items such as cloth, corn and pumpkins, but the only valid source to obtain these items from is the Farming source. The "Resources" collection log contains many types of items, but has some overlap with the "Farming" log, which includes cloth, corn and pumpkins. The key difference is that this log supports multiple sources (Collecting, Crates, Barrels, and Woodcutting), but it does not contain the Farming source. In this situation: When a player collects a map generated hemp plant (hemp-collectible), it would register cloth under the "Resources" log as collected, but it will not do the same for the "Farming" log.
    The "Farming" log would only register if the cloth was obtained from a grown hemp plant (hemp.entity).
    This is an example of how you can differentiate the same items using different sources.
     

     

    The plugin allows for multiple sources per collection log.
    Barrel - Triggered when the player destroys a barrel or road sign Collecting - Triggered when the player picks up an entity (hemp-collectible, diesel_collectible etc). Crates - Triggered when the player opens a create (only the first player to open the crate will trigger it). Farming - Triggered when the player collects grown entities. Fishing, - Triggered when the player catches a fish. Mining - Triggered when the player mines ore. Woodcutting - Triggered when the player chops a tree. Skinning - Triggered when a player skins an animal/person. Crafting - Triggered when a craft completes. Unwrap - Triggered when a player uses the unwrap button on an item. Consume - Triggered when a player uses the eat/drink button on an item. Corpse - Triggered when a player loots the corpse of an NPC. Plugin - Triggered by a Third-party plugin.  

    The only permission in the plugin currently is collectionlog.use.
    This is required to use any feature of the plugin.
    Menu command (customizable via config): cl or collectionlog
     

     
    API
    // Triggers collection of an item. sourceType should be a CollectionSource enum. void CollectFromPlugin(BasePlayer player, Item item, string sourceType);  
  4. More information about "XCustomExcavator"

    $24.99

    XCustomExcavator

    Take full control of excavators on your Rust server with XCustomExcavator. This powerful plugin lets admins fine-tune excavator functionality, ensuring an optimized experience for players. Adjust mined resources, tweak interface settings, and enjoy multi-language support and robust data storage. Custom settings and progress are preserved after restarts. Seamlessly handle multiple excavators and integrate smoothly with your server.
     
    Key Features
    Multi-Language Support: Switch plugin language with ease. Available in EN, RU, UK, and ES. Interface Optimization: Adjusts for different monitor resolutions. Persistent Data Storage: Excavator data saved in oxide/data/XDataSystem/XCustomExcavator. Progress saved after server restarts. Sound Effects: Enjoy interactive menu sounds. Multi-Excavator Support: Works seamlessly with multiple excavators on the map. Customizable Resources: Modify resources including shortname, amount, custom name, permission, and skin. Unlimited Resources: No limit on the number of resources. Chat Integration: View excavator information in chat. User-Friendly Resource Selection: Features like check button, distance to button, permission checks, and more. Error Notifications: Informs you of configuration mistakes.  
    -> In the code you can switch the plugin language - LanguageEnglish = true <-  
     
    Permissions
    xcustomexcavator.use - access to UI usage/resource selection. xcustomexcavator.info - chat information. xcustomexcavator.admin - administrator mode.
    Commands
    /einfo, /exinfo, /excavatorinfo - information about excavator in chat. [ Commands can be changed in the config. ] xcustomexcavator_unload - unload the plugin without consequences. [ For those cases when the plugin will be unloaded and will not be used for some time. ]
    API
    bool IsValidIndex(int index) - check if the resource index is valid. 1. string GetResourceCustomName(int index) - get the custom name of the resource. 2. string GetResourcePermission(int index) - get the resource permission. 3. ulong? GetResourceSkinID(int index) - get the skin of the resource. 4. string GetResourceAmountString(int index) - get a formatted string of the resource amount. 5. string GetResourceDisplayName(int index) - get the formatted name of the resource. ( For 1-5. If index is invalid, null will be returned. )
    Hooks
    object OnExcavatorResourceSetUI(ExcavatorArm excavator, int index, ulong skinID, BasePlayer player) - called when player tries to select a resource in UI. Returning non null will prevent this action!
    Config
    { "General settings": { "SteamID profile for custom avatar": 0, "Chat prefix": "<size=12><color=#FFFFFF50>[</color> <color=#00FF0050>XCustomExcavator</color> <color=#FFFFFF50>]</color></size>\n", "List of commands to view information about the Excavator": [ "einfo", "exinfo", "excavatorinfo" ] }, "GUI settings": { "Color_background_1": "0.517 0.521 0.509 0.95", "Color_background_2": "0.217 0.221 0.209 0.95", "Color_background_3": "0.527 0.531 0.519 1", "Button color (icons)": "1 1 1 0.75", "Block color": "0.517 0.521 0.509 0.5", "Default block color": "0.417 0.521 0.409 0.5", "Color of the active button next": "0.35 0.45 0.25 1", "Color of the inactive button next": "0.35 0.45 0.25 0.4", "Text color of the active button next": "0.75 0.95 0.41 1", "Text color of the inactive button next": "0.75 0.95 0.41 0.4", "Color of the active button back": "0.65 0.29 0.24 1", "Color of the inactive button back": "0.65 0.29 0.24 0.4", "Text color of the active button back": "0.92 0.79 0.76 1", "Text color of the inactive button back": "0.92 0.79 0.76 0.4" }, "HQM": { "Shortname of the resource to be mined": "hq.metal.ore", "Amount of resource that will be mined - one barrel diesel": 100.0, "Custom item name": null, "Permission": null, "Item skin": 0 }, "Sulfur": { "Shortname of the resource to be mined": "sulfur.ore", "Amount of resource that will be mined - one barrel diesel": 2000.0, "Custom item name": null, "Permission": null, "Item skin": 0 }, "Stone": { "Shortname of the resource to be mined": "stones", "Amount of resource that will be mined - one barrel diesel": 10000.0, "Custom item name": null, "Permission": null, "Item skin": 0 }, "Metal": { "Shortname of the resource to be mined": "metal.fragments", "Amount of resource that will be mined - one barrel diesel": 5000.0, "Custom item name": null, "Permission": null, "Item skin": 0 }, "List of mined resources": [ ... ] }
  5. More information about "UAV: Radar Enemies Detection"

    Free

    UAV: Radar Enemies Detection

    UAV: Radar Enemies Detection call a F15 to that will activate a radar during a certain period of time where you can be able to see where are the enemies located.

    This enemies can be represented with different colors and symbols that you can change in the configuration.


    You have three types of marks

    - Team mates
    - NPCs
    - Other Players (Enemies)

    The plugin is fully configurable
     
    Permissions
      - uavsignal.admin → all chat/console commands (/uav, /uav <player>, /uav.admin)                                                                          
      - uavsignal.use → required to throw the signal grenade. Without it: signal fizzles, item is refunded, "no permission" message.

    Commands

    Chat Command
    - /uav and /uav {steamId} You can send an UAV  to you (if you are an admin) or to a player given the Steam Id  
    - /uav.admin to change some configuration on the flight 
     
    Console Command  
    uav {steamId} You can send an UAV to a player given the Steam Id  
     
     
    Ideas on how to make the UAV Spawn in your server  
    1. Add The UAV in the Market if you have one  
    2. Add as a part of the Loot in the Raidable Bases or Custom loot  
    3. Add as a Skill in the Skill Tree Plugin More here
    4. Make the UAV part of the /kits  
    5. Add the UAV in vending machines  
     
    Skins from the community that you are free to use  
    New Skin https://steamcommunity.com/sharedfiles/filedetails/?id=3720628271
    @Dead Nasty  https://steamcommunity.com/sharedfiles/filedetails/?id=3248306153
    @Mabel  https://steamcommunity.com/sharedfiles/filedetails/?id=3233756487
    @Mr.Wild  https://steamcommunity.com/sharedfiles/filedetails/?id=3247990388
     
     

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