JeffG's Wishlist
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Last Train
This map will plunge you into the world of the recent apocalypse. On it, you will find an abandoned city, underground monuments, a huge factory, a destroyed port and a lot of interesting things both for research and for shootouts with scientists, zombies or other players. The main focus on the map is on the railway. By train, you can travel almost the entire map from the sandy biome to the ice canyon. On the map, you can navigate on anything, be it a surface train, subway, cars, boats. On the railway, Workcart (a plug-in from Cashr) is spawned, the plug-in comes with the map. Along the length of the railway there are stations where you can recycle loot (2 station creator by Jtedal). Quite an interesting map with its own atmosphere. The landscape is still made in the World Creator 2 program and looks perfect, the multi-level map will allow you to observe beautiful views and landscapes. Good luck fighters!
Features:
Map Size – 4000
Prefab Count: – 50202
Custom monuments:
Dead City;
Yantar Plant;
Cargo Camp;
Destroyed Harbor;
Village;
Rad Village;
Ice Canyon;
Water Camp;
Auto Service;
Garage;
Passenger Barge;
Abandoned Barge;
Diner;
Food Market;
13 Station (5 varieties);
4 places to build a base;
Monuments FP:
– Train Tunnel
- Nuclear Missile Silo
– Launch Site
– Giant Excavator
– JunkYard
– Outpost
– Sewer Branch
– Water Treatment
– Bandit camp
– Sphere
– Quarry
– Harbor
– Military tunnels
– OilRig (One is glazed and is located on the ground)
– Fishing Village
– Ranch
– Lighthouse
– Power Plant
– Train Yard
- Zigurat
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Loading Messages
By Whispers88 in Plugins
Loading Messages is a high-performance plugin that features customizable loading panel messages with adjustable display times and icons.
Custom Messages for Queued and Loading Players Language Support - Display messages in local languages Loading Messages on Respawn and Teleport Loading Screens Configurable Display Time per Message High Performance Plugin!
Loading Messages has three main message types:
Queued - When a player is in the server queue Joining - When a player is joining the server Loading - The loading screen displayed when a player is teleporting or in a pending gamemode state Each custom type allows for options including icon ID, next message display time & message content.
Loading Messages can use the following rich text tags - color, b, u, and i
To display local languages set: "Use Language Support": true in you configuration. Custom languages will only be displayed after the first time a user connects to the server.
Add multiple languages in the configuration listing:
"Lang Messages": { "es-ES": { "Queue Messages": [ { "iconID": "0", "NextMessageTime": 5.0, "Message": "Estás en la cola" }, { "iconID": "0", "NextMessageTime": 5.0, "Message": "Por favor espera" }, { "iconID": "0", "NextMessageTime": 5.0, "Message": "Reporta tramposos usando f7" } ] } }
You can see a list of most of the icons by going to https://fontawesome.com/icons.
- #loading messages
- #loading
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Hitman's Hideout
After the opening countdown, players will face five rounds of randomized target reveals. Each round gives you only a few seconds to land your shots before the doors slam shut again. Down 50 targets before the last round ends, and you’ll unlock a stash of loot and access to the Hitman's office. Miss too many, and you’ll walk away empty-handed and missing plenty of bullets.
This prefab is fully contained, balanced for competitive play, and built to encourage repeat attempts from players. It was originally built in game around 5 years ago, I have dusted off the old copy paste file and rebuilt a lot of the broken stuff that didn't transfer over too well, so the electric system is pretty messy (but working!)
Any customers can feel free to message for a link to the Rustrician build if they would like to mess around with some deeper settings than the configurable difficulty setting (more below).
Game Stats
- Total runtime: ~1 minute 28 seconds (8 second intro countdown + 5 rounds)
- Rounds: 5 (each round = 6s active + 10s reset)
- Total active time: 30 seconds (doors open)
- Ammo per target: 2 bullets (5.56, AK example)
- Ammo required: 100 minimum
- Magazines required: 4 (30 rounds each, AK)
- Accuracy needed: ~83% (20 missed shots allowed)
- Reload window: 10s between rounds
Difficulty Scaling Options
By changing the target output on the main score counter inside, you can configure the game for different difficulties. The following stats are assuming enough doors open each round to get the required targets.
Easy Mode
Targets required: 35–40
Per window: 7–8
Per second: 1.2–1.3
Bullets required: 70–80 (3 mags enough, 30–50% spare ammo)
Miss buffer: ~40–50 shots
Feels accessible, forgiving for players with worse aim or panic spraying.
Normal Mode (default)
Targets required: 50
Per window: 10
Per second: 1.67
Bullets required: 100 (needs 4 mags, tight margin)
Miss buffer: 20 shots
Balanced challenge, requires solid AK control.
Hard Mode
Targets required: 60
Per window: 12
Per second: 2.0
Bullets required: 120 (exactly 4 mags, zero margin for misses)
Miss buffer: 0 shots (100% accuracy required)
Essentially a “perfect run” mode. One missed bullet means fail.
800 prefabs - 449 IO Links
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Collection Log
By imthenewguy in Plugins
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);
- #collecting
- #item
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(and 7 more)
Tagged with:
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Skorm Arena [EVENT]
By Ionut Shiro in Arenas
This monument was created for holding events in it. The arena is made in such a way that players can be divided into 2 teams, red and blue. The administrator can manage the arena without leaving the place from which he watches the battle. Observers of the battle can sit on the stands, where I have installed invisible chairs. There are 2 entrances to the arena, entrance 1 and entrance 2, in order to get there, you need to open the kinetic doors from the inside, this could be your assistant. What can you manage? I have divided the control view into 2 parts, "light" and "doors".
Which doors can be opened?
- Doors in which gladiators sit
- Doors to the store.
- Doors for buying horses.
- Doors for access to the arena doors(climb up).
- Exit doors to the arena
What kind of electricity can be used?
- Light in the gladiator chambers
- Light between the cameras and the store
- Light at the horse spawn place
-Light between the exit to the arena doors
- Light at the Arena door
- Light in the place where the administrator is sitting
- Circular illumination on the battlefield inside the arena
- Circular lighting around the arena
- Turning on and off the cameras inside the arena
All electricity is divided into 2 teams, you can separately open the doors of the blue or red ones. For greater historicity and convenience, I added an option called "pollice verso", which allows the administrator to give an order to spare or kill the loser, well, or just show everyone what decision he made. I thought that 2 teams would not be enough, and added 2 more exits "Bot1" and "Bot2", there you can spawn bots and open the doors for them to enter the arena. In the arena itself, I placed 2 traps, a barbed post and an electric pressure plate. What can players buy in the store and what are they like?
- Food Store
- Medical supplies Store
- Weapons Store
- Armor Shop
- Clothing store
The weapon is only melee, the armor is only wooden.But you can change the settings at your discretion. Clothing, weapons, can be sold at a price 2 times less. To do this, I divided the stores into "Buy" and "Sell"sections. The currency in the store is bones, gladiators can get bones from those killed in the arena. How do the cameras work?
To turn off the cameras, the administrator should simply move the switch to the "off" position.
Total of 20 cameras
4 cameras are located on the site of the gladiator battle. 5 cameras in the rooms of the red team. 5 cameras in the rooms of the blue team. 3 cameras at the exits of the red team. 3 cameras at the exits of the blue team. Camera names
arena1 arena2 arena3 arena4 Blue Team Cameras
bglad1 bglad2 bglad3 bglad4 bglad5
bglads bglads2 bglads2 Red Team Cameras
rglad1 rglad2 rglad3 rglad4 rglad5
rglads rglads2 rglads2 There are 14500 objects in total.
- #arena
- #colosseum
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