Jump to content

LagginDragon's Wishlist

  1. More information about "Cases"

    $25.95 $17.95

    Cases

    Revolutionary cases, the juiciest interface, scroll animations and much more!
     

     
     
    Features
    Beautiful user interface Opening animation Performance Each case is configured separately  
    Commands
    cases (open cases interface) givecase <steamid> <caseid> <amount>  (give a case to the player) givecase * <caseid> <amount>  (give a case to all online players)  
    FAQ
    Q: Where can I see an example of a config?
    A:  Config
    Q: How do I use Economics to pay for cases?
    A: 
    "Economy": { "Show Balance": true, "Type (Plugin/Item)": "Plugin", "Plugin name": "Economics", "Balance add hook": "Deposit", "Balance remove hook": "Withdraw", "Balance show hook": "Balance", "ShortName": "scrap", "Display Name (empty - default)": "", "Skin": 0 }, Q: How do I use ServerRewards to pay for cases?
    A: 
    "Economy": { "Show Balance": true, "Type (Plugin/Item)": "Plugin", "Plugin name": "ServerRewards", "Balance add hook": "AddPoints", "Balance remove hook": "TakePoints", "Balance show hook": "CheckPoints", "ShortName": "scrap", "Display Name (empty - default)": "", "Skin": 0 }, Q: I have a question/problem. What should I do?
    A: You can write to me in a PM on the site, create a ticket. Or write me in Discord: mevent
    Q: How does a player give out Skill Tree XP?
    A: 
    { "Type": "Command", "ID": 7, "Image": "", "Title": "Give 1K XP from SkillTree", "Command (%steamid%)": "givexp %username% 1000", "Plugin": { "Hook": null, "Plugin name": null, "Amount": 0 }, "Display Name (empty - default)": "", "ShortName": "", "Skin": 0, "Amount": 1, "Chance": 65.0 }, Q: How can I add cases not for purchase, but just to have them?
    A: For example, if you give cases with the "givecase" command: 
    givecase <steamid> <caseid> <amount>  give a case to the player givecase * <caseid> <amount>  give a case to all online players
  2. More information about "Furnace Upgrades"

    $15.99

    Furnace Upgrades

    Upgrades your furnaces, ovens, refinery & etc to beyond.


    Upgrade each attribute of your furnace; Supports different oven types; It is possible to define default attributes for all ovens on the server; You can set a default value for all base ovens (replacing quicksmelt); You can enable/disable any features you want; Option to keep attributes when removing the furnace; Option to auto split ores; Automatic fuel calc based on the upraded oven attributes; Now BBQ and Campfire can also be improved; Option so that only the furnace owner can upgrade it; Option so that only owner's teammates can upgrade it; A new completely redesigned UI;
     

    furnaceupgrades.use - This is the unique permission. required for all players to upgrade furnaces
     


  3. More information about "Christmas"

    $21.00

    Christmas

    Get your server ready for Christmas! This plugin includes Chrismas Trees with loot that spawn on the map, custom junk pile decorations, Snowman NPCs, a custom Advent Calendar and much more.

     
    New: Customizable Advent Calendar
    With the new update, you can configure a custom reward for every day. To enable custom advent calendar rewards, set the config option "Enable custom advent calendar" to true.
     
    Features
    Christmas trees with presents Customizable NPC clothing Customizable junk pile decorations Snowman NPCs spawn across the map Custom advent calendar Configurable Snowman NPCs  
    Christmas Trees:
    Christmas trees randomly spawn across the map, they also spawn presents and snowman NPCs around them. They are by default 4x as big as usual christmas trees and have a configurable despawn time.

     
    Snowman NPCs:
    Snowmans spawn across the map. As soon as a player approaches them, they turn into an NPC and start shooting the player with a snowball gun. The loot of these NPCs is fully configurable

     
    Junk Pile Decorations:

    Every junk pile can be customized with decorations. Out of the box the plugin comes with a default configuration for each junk pile.
    To edit the decorations of a junk pile, use the command /jp <type> where type is a letter from a to j each representing a different junk pile. A junk pile will spawn at your current position. To add objects to the junk pile just hit them with a hammer and use /jp save when you are done.
     
    Custom NPC clothing:
    Clothing can be configured individually for each NPC. Some NPCs also come with a default configuration. Note that the custom clothing might also impact other NPC plugins. Therefore it is not recommended to configure custom clothing for scientistnpc_heavy (Heavy Scientist).
     
    Required Dependencies:
    NPC Spawn: https://drive.google.com/drive/folders/1-18L-mG7yiGxR-PQYvd11VvXC2RQ4ZCu
    Entity Scale Manager: https://umod.org/plugins/entity-scale-manager
     
    Permissions:
    christmas.edit - Required to edit junk pile desorations christmas.spawn - Required to spawn christmas trees and snowmans  
    Commands:
    jp - Edit junkpile decorations (see Junkpile Decorations for more details) christmas.tree - Spawn a chistmas tree at the position you are looking at christmas.snowman - Spawn a snowman at the position you are looking at  
    Configuration:
    { "Snowman config": { "Enable Snowman NPCs": true, "Snowman population": 200, "Snowman NPC spawn type (0 = when snowman is damaged, 1 = when player is near snowman (performance intensive))": 1, "Minimum distance between player and snowman before NPC spawns": 6.0, "Snowman NPC configuration": { "Name": "Snowman", "Health": 150.0, "Enable radio": false, "Roam range": 100.0, "Chase range": 50.0, "Sense range": 50.0, "Damage multiplier": 1.0, "Memory duration": 60.0, "Kit (requires Kits plugin)": "", "Clothing items": // Removed because too long }, "Snowman Loot": // Also too long }, "Christmas Tree config": { "Spawn christmas trees": true, "Christmas tree population": 40, "Amount of presents per tree": { "Min": 2, "Max": 5 }, "Tree despawn time (minutes)": 30, "Tree size (1 - 10)": 4.0, "Minmum distance between trees": 50.0, "Spawn Snowman NPCs around trees (Only works if Snowman NPCs are enabled)": true }, "Enable junk pile decorations": true, "Advent calendar config": { "Enable custom advent calendar": true, "Daily rewards": { "1": { "shortName": "scrap", "amount": 100, "skinId": 0 }, "2": { "shortName": "pistol.eoka", "amount": 1, "skinId": 0 }, "3": { "shortName": "woodtea.advanced", "amount": 1, "skinId": 0 } // And so on ... }, "NPC clothing config": { "Enable custom NPC clothing": true, "Custom NPC Clothing": // Very long } }  
  4. More information about "Real PvE"

    $39.99 $24.99

    Real PvE

    Plugin for Real PvE servers, featuring damage prevention, anti-griefing measures, customizable PvP zones, an automatic loot queue in radtowns and raid zones, and much more.
     

     
    P.S. Since the previous implementation with DynamicPVP was not correct and had some issues, I have added universal hooks(Developer API section) for general access from all PvP plugins, which are currently missing in DynamicPVP. I have requested the author to add them(3 lines), but for now, you will need to use the modified version of DynamicPVP.cs
     

    The ability to set "server.pve" to "true", which allows the server to have a "PvE" flag; Damage from NPC's are enabled when server.pve is true; The ability to inflict damage to one's own structures with "server.pve true"; The ability to destroy(including external walls) or rotate one's structures without any time constraints; The ability to force the decay of building blocks with Twigs grade, even if there is wood in the Tool Cupboard; The ability to toggle the gather resource restriction in someone else's Building Privileges; No one, except the owner or their friends, will be able to open their loot containers (chests, storages, bodies, etc.); Administrators can bypass loot restrictions; The ability to schedule the killing of players if they disconnect within someone else's Building Privilege; Disabling backpack and active item drop upon death, even if backpack is full; The ability to disable 'Give' messages; The ability to modify the items given at spawn on the beach; The ability to create an unlimited number of custom permissions; The ability to allow players to bypass the queue; The ability to set limits on sleeping bags, shelters and auto turrets for each permission; The ability to set a multiplier for the prices of monuments and events for each permission; The ability to customize the price and amount of vehicles for each of your custom permissions; The ability to assign vehicles to each player; The ability to customize the assigned price and available amount of vehicles for each of your custom permissions; An assigned vehicle can't be damaged, looted or pushed by other players, but it can be pushed if it is within someone else's Building Privilege; The ability to loot monuments through a queue system; The ability to configure monuments, setting their looting price and time, and adjusting status bars for each monument; The ability to acquire the privilege to loot events (helicopters, bradleys, and raidable bases) through a purchase; The ability to customize the price of each event types and loot attempts (lives); NPCs only aggress against players who are looting monuments, events or raidable bases; Only players who are looting monuments, events or raidable bases can inflict damage to NPCs; RaidableBases are protected from griefing(no damage, no loot and etc). Only the owner can interact with the raid; Neutral RaidableBases can be purchased; Prices for purchasing neutral raids are configurable for each difficulty level; Configurable raid limits (currently available) along with discount multipliers for purchases, for each permission.  

    File location: *SERVER*\oxide\data\RealPVE\PermissionConfig.json
    Default: https://pastebin.com/5VtWZZVr
    All permissions are created and configured in the config file under the "List of permissions" section.
    You can create as many permissions as needed and customize them flexibly.
    It is recommended to use the prefix "realpve" in the permission's name, for example: "realpve.vip".
    NOTE: The first permission will serve as the default permission for those who do not have any permissions.
    { "List of permissions. NOTE: The first permission will be used by default for those who do not have any permissions.": [ { "Permission Name": "realpve.default", "Bypass Queue": false, "Limit of beds": 15, "Limit of shelters": 1, "Limit of auto turrets": 12, "Seconds that will be skipped when opening HackableLockedCrate. Range from 0 to 900": 0.0, "Monuments price multiplier": 1.0, "Events price multiplier": 1.0, "Limit of RaidableBases(at the time)": 1, "RaidableBases price multiplier": 1.0, "Vehicles settings": { "Horse": { "Limit": 1, "Price": 10.0 }, "Bike": { "Limit": 1, "Price": 5.0 }, "MotorBike": { "Limit": 1, "Price": 20.0 }, "Car": { "Limit": 1, "Price": 25.0 }, ... } }, { "Permission Name": "realpve.vip", "Bypass Queue": true, "Limit of beds": 20, "Limit of shelters": 2, "Limit of auto turrets": 15, "Seconds that will be skipped when opening HackableLockedCrate. Range from 0 to 900": 450.0, "Monuments price multiplier": 0.9, "Events price multiplier": 0.9, "Limit of RaidableBases(at the time)": 2, "RaidableBases price multiplier": 0.9, "Vehicles settings": { "Horse": { "Limit": 5, "Price": 9.0 }, "Bike": { "Limit": 5, "Price": 4.5 }, "MotorBike": { "Limit": 5, "Price": 18.0 }, "Car": { "Limit": 5, "Price": 22.5 }, ... } } ], "Version": { "Major": 0, "Minor": 1, "Patch": 1 } } An example of a monument/event/rb multipliers using default permissions.
    For example, if you set the price for the Harbor at $1000, a player with the default permission(1.0) will pay $1000 * 1 = $1000. Meanwhile, a player with a VIP permission(0.9) will pay $1000 * 0.9 = $900. However, if a player possesses a misbehaving permission with a value of 1.1, they will need to pay $1000 * 1.1 = $1100.
     

    { "Chat admin command": "adminpve", "Chat command": "realpve", "Is it worth forcibly implementing PvE for a server?": true, "Is it worth enabling GameTips for messages?": true, "Is it worth preventing the sending of 'Give' messages?": true, "Is it worth preventing resource gathering in someone else's building privilege area?": false, "Is it worth preventing the pickup of plants spawned by the server in someone else's building privilege zone?": false, "Is it worth assigning portals(Halloween and Christmas) to the first player?": true, "Is it worth preventing players from handcuffing others?": true, "Is it worth preventing a backpack from dropping upon player death?": true, "Is it worth preventing damage to the laptop of the Hackable Crate?": true, "Is it worth removing the penalties for recyclers in safe zones?": true, "Which currency symbol and format will be utilized?": "${0}", "Vehicles - Time(in seconds) to display the marker when searching for a vehicle. A value of 0 disables the marker": 15.0, "Anti-Sleeper - Time in seconds after which a player will be killed if they disconnect while inside someone else's Building Privilege. Set to 0 to disable": 1200.0, "PatrolHelicopterAI - Monument Crash. If set to true, the helicopter will attempt to crash into the monument": false, "PatrolHelicopterAI - Use Danger Zones. If set to false, the helicopter will function as it did before the April update": false, "PatrolHelicopterAI - Flee Damage Percentage. A value of 1 or above will make the helicopter behave as it did before the April update": 1.0, "Is Npc Random Raids enabled?": true, "PvP - Is friendly fire enabled by default when creating a team?": false, "PvP - Is it worth adding map markers for PvP zones?": true, "PvP - Name of the map maker": "PvP Zone!", "PvP - Settings for the status bar": { "Order": 9, "Height": 26, "Main_Color(Hex or RGBA)": "1 0.39 0.28 0.7", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/oi5vIkk.png", "Image_Local(Leave empty to use Image_Url)": "RealPVE_PvP", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "1 0.39 0.28 1", "Image_Transparency": 1.0, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 0.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1.0, "Text_Outline_Distance": "0.75 0.75", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 0.0, "SubText_Outline_Distance": "0.75 0.75" }, "PvP - Settings for the progress status bar": { "Main_Color(Hex or RGBA)": "1 1 1 0.15", "Main_Transparency": 0.15, "Progress_Reverse": true, "Progress_Color": "#FF6347", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" }, "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 13 } }  

     
    ENG: https://pastebin.com/ZMUL6pYL
    RUS: https://pastebin.com/Mx8cbMts
     

    Main commands(/realpve ) :
    vehicle: find - helps to find a player's vehicle; unlink - unlinks the vehicle without the need to approach it; clear - unlinks all vehicles. team: ff - Enable/Disable damage to teammates. Only the group leader can use this command. Admin commands(/adminpve). Permission "realpve.admin" required:
    loot - Toggle unrestricted looting. If a userID is added at the end, the command will apply to that player, otherwise, it will apply to the person who entered it. monument: pvp - Toggle the PvP flag for a monument. If a monumentID is added at the end, the command will apply to that monument, otherwise, it will apply to the monument the player is currently in.  
    Example:
    /realpve team ff /realpve vehicle find *netID* /adminpve loot /adminpve loot *userID* /adminpve monument pvp /adminpve monument pvp *monumentID*  

    This plugin provides the ability to claim vehicles, thereby preventing theft and griefing from other players.
    In permissions, you can set the price and quantity restrictions for each type of vehicle, ensuring flexible customization according to your preferences.
    An assigned vehicle can't be damaged, looted or pushed by other players, but it can be pushed if it is within someone else's Building Privilege.
     

    File location: *SERVER*\oxide\data\RealPVE\MonumentConfig.json
    Default: https://pastebin.com/XY1d9YaM
    This plugin introduces queue system and loot purchases for monuments.
    You can customize the price and time for looting for each monument. Within monuments, only the "Looter" and his friends have the ability to loot, pick up items or damage entities.
    Additionally, NPCs and animals within monuments do not aggress against other players and do not receive damage from them.
    If a player dies within the monument, they will have a grace period to return. This allows players to safely loot monuments without fear of griefing.
    Example of monument configuration:
    "ferry_terminal_1": { "Type(This parameter is just a hint. Changes won’t have any effect)": "RadTown", "Time in seconds(1-15) given to respond for purchasing monument looting": 5.0, "ShowSuffix": true, "Broadcast": true, "PvP - Is PvP enabled at this monument? If so, players will be able to kill each other, and loot will be publicly accessible": false, "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP monument. 0 disables the delay": 10.0, "PvP - Is it worth adding map markers for monuments if they are PvP zones?": true, "LootingTime": 900, "Price": 15.0, "Is it worth using a progress bar for bars with a counter?": true, "Settings for the status bar": { "Order": 10, "Height": 26, "Main_Color(Hex or RGBA)": "#FFBF99", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/awUrIwA.png", "Image_Local(Leave empty to use Image_Url)": "RealPVE_ferry_terminal_1", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#FFDCB6", "Image_Transparency": 1.0, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 0.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1.0, "Text_Outline_Distance": "0.75 0.75", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 0.0, "SubText_Outline_Distance": "0.75 0.75" }, "Settings for the progress status bar": { "Main_Color(Hex or RGBA)": "1 1 1 0.15", "Main_Transparency": 0.15, "Progress_Reverse": true, "Progress_Color": "#FFBF99", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" } }  
    Type - This field serves only as an indicator for you. The changes won't have any impact; ShowSuffix - Suffix display. Some monuments (for example Warehouses) have suffixes in the name, like "Warehouse #12"; Broadcast - Enabling or disabling broadcasts when a monument is occupied or vacated; LootingTime - Time allocated for looting the monument; Price - The price for which you can start looting the monument. 0 means looting is free; BarSettings - Settings for the Advanced Status Bar. You can also choose the types of monuments by specifying them under the "List of tracked types of monuments" section.
    A list of all available types can be viewed on the MonumentsWatcher's page in the "Developer API" section.
    "List of tracked types of monuments": [ "RadTown", "RadTownWater", "RadTownSmall", "TunnelStation", "Custom" ]  

    Events, similar to monuments, offer the opportunity to claim events.
    All events are configured in the config file under the "Settings for the events" section.
    You can customize the price of looting and looting attempts(deaths, including friends). Just like in monuments, only the "Looter" and his friends have the ability to loot and damage entities.
    Additionally, in events, NPCs do not aggress against other players.
    If a player(including friends) exceeds the death limit, the event became free, thereby providing other players with the opportunity to claim the event.
    Example of event configuration:
    { "Settings for the PatrolHelicopter events": { "IsEnabled": true, "Time in seconds (1-15) given to respond for purchasing this event. Note: This is shown to everyone who deals damage, and the first person to buy it will claim it": 5.0, "Is it worth removing fire from crates?": true, "The price to capture the event. 0 means the event is free": 50.0, "The number of deaths after which the event becomes public": 5 }, "Settings for the BradleyAPC events": { "IsEnabled": true, "Time in seconds (1-15) given to respond for purchasing this event. Note: This is shown to everyone who deals damage, and the first person to buy it will claim it": 5.0, "Is it worth removing fire from crates?": true, "The price to capture the event. 0 means the event is free": 50.0, "The number of deaths after which the event becomes public": 5 }, "Version": { "Major": 0, "Minor": 1, "Patch": 0 } }  
    Price - The price to claim the event. 0 means looting is free; DeathLimit - Limit of deaths after which the event becomes free.  

    File location: *SERVER*\oxide\data\RealPVE\NewbieConfig.json
    Default: https://pastebin.com/QHZCqpji
    An example of an item list given for the main inventory:
    "List of items for the main inventory": [ { "ShortName": "note", "Slot": 0, "Amount": 1, "SkinID": 0, "Text": "MsgNoteText" } ] P.S. In the Text field, you need to specify the language key. Or, you can just write any text, but there won't be a translation of the text.
     

    File location: *SERVER*\oxide\data\RealPVE\RaidableBasesConfig.json
    Default: https://pastebin.com/rpDng7Fd
    Integration with the RaidableBases plugin does not restrict its functionality in any way. On the contrary, it adds an anti-grief system that protects bases from malicious players.
    In raid bases, NPCs and other entities can only receive damage from the raid owner or their friends; Turrets and traps do not aggress against outsiders; You can customize the price of claiming to each difficulty and set individual discounts for each permission. You can still purchase raid bases using the /buyraid command. Raid bases without owners(buyable, maintained, manual and scheduled) can be bought for a price set in the configuration file or assigned to the first player who enters its radius, if the final price(price * discount) less or equals to 0.
    Additionally, as a bonus, upon buying this plugin, you receive 5 free bases for 3 difficulty levels, along with configured loot for them.
     

    [PluginReference] private Plugin RealPVE; There are 6 universal hooks that the plugin is subscribed to, the use of which allows interaction with PVP in various PVE plugins:
    OnPlayerEnterPVP OnPlayerExitPVP OnEntityEnterPVP OnEntityExitPVP CreatePVPMapMarker DeletePVPMapMarker  
    OnPlayerEnterPVP:
    Used to add a player to PVP mode/zone.
    To call the OnPlayerEnterPVP hook, you need to pass 2 parameters:
    <BasePlayer>player - The player to add to PVP; <string>zoneID - A unique identifier for your PVP zone.
    This parameter is very important because a player can be in multiple PVP zones at the same time and passing the zoneID in this case allows for correct processing of the player's location within them.  
    Interface.CallHook("OnPlayerEnterPVP", player, "*Your unique zone identifier*");//Calling the OnPlayerEnterPVP hook to tell PVE plugins that the player needs to be added to the specified PVP zone.  
    OnPlayerExitPVP:
    Used to remove a player from PVP mode/zone.
    Calling this hook guarantees the player’s removal from the specified PVP zone, but does not guarantee the removal from PVP mode, as there may be other zones in addition to yours.
    Also, when a player dies, they are automatically removed from all PVP zones.
    To call the OnPlayerExitPVP hook, you need to pass 3 parameters, 1 of which is optional:
    <BasePlayer>player - The player to remove from PVP; <string>zoneID - A unique identifier for your PVP zone; <float>pvpDelay - Optional. When the player exits your PVP zone, you can also pass the PVP delay time.
    However, if the player still has other active PVP zones, your PVP delay will not take effect.  
    Interface.CallHook("OnPlayerExitPVP", player, "*Your unique zone identifier*", 10f);//Calling the OnPlayerExitPVP hook to tell PVE plugins that the player needs to be removed from the specified PVP zone, with the pvpDelay(10 seconds) specified if the player no longer has any active PVP zones.  
    OnEntityEnterPVP:
    Used to add an entity to PVP mode/zone.
    In the case of RealPVE, this hook is only necessary to add entities with an owner(player) to a PVP, allowing other players to interact with them, such as a player's corpse after death(PlayerCorpse) or a backpack after the corpse disappears(DroppedItemContainer).
    To call the OnEntityEnterPVP hook, you need to pass 2 parameters:
    <BaseEntity>entity - The entity to add to PVP; <string>zoneID - A unique identifier for your PVP zone.  
    Interface.CallHook("OnEntityEnterPVP", entity, "*Your unique zone identifier*");//Calling the OnEntityEnterPVP hook to tell PVE plugins that the entity needs to be added to the specified PVP zone.  
    OnEntityExitPVP:
    Used to remove an entity from PVP mode/zone.
    When an entity dies, it is automatically removed from all PVP zones.
    To call the OnEntityExitPVP hook, you need to pass 3 parameters, 1 of which is optional:
    <BaseEntity>entity - The entity to remove from PVP; <string>zoneID - A unique identifier for your PVP zone; <float>pvpDelay - Optional. When the entity exits your PVP zone, you can also pass the PVP delay time.
    However, if the entity still has other active PVP zones, your PVP delay will not take effect.  
    Interface.CallHook("OnEntityExitPVP", entity, "*Your unique zone identifier*", 10f);//Calling the OnEntityExitPVP hook to tell PVE plugins that the entity needs to be removed from the specified PVP zone, with the pvpDelay(10 seconds) specified if the entity no longer has any active PVP zones.  
    CreatePVPMapMarker:
    Used to create a map marker for the PVP zone.
    To call the CreatePVPMapMarker hook, you need to pass 5 parameters, 2 of which is optional:
    <string>zoneID - A unique identifier for your PVP zone; <Vector3>pos - The position of your PVP zone; <float>radius - The radius of the circle for your PVP zone; <string>displayName - Optional. The display name for the map marker; <BaseEntity>entity - Optional. The entity to which the map marker should be attached.  
    Interface.CallHook("CreatePVPMapMarker", "*Your unique zone identifier*", pos, 25f, "ATTENTION! This is a PVP zone!");//Calling the CreatePVPMapMarker hook to tell PVE plugins to create a map marker for the specified zone, at the specified position with the given radius, but without specifying a parent entity.  
    DeletePVPMapMarker:
    Used to delete a map marker for the PVP zone.
    To call the DeletePVPMapMarker hook, you need to pass only 1 parameter:
    <string>zoneID - A unique identifier for your PVP zone.  
    Interface.CallHook("DeletePVPMapMarker", "*Your unique zone identifier*");//Calling the DeletePVPMapMarker hook to tell PVE plugins to delete a map marker for the specified zone.  

    There are 5 hooks that the plugin calls:
    OnPlayerPVPDelay OnPlayerPVPDelayed OnPlayerPVPDelayRemoved OnZoneStatusText CanRedeemKit  
    OnPlayerPVPDelay:
    Called when a player exits the last active PVP zone, allowing other plugins to overwrite the value for pvpDelay.
    Returning a float value allows changing the pvpDelay for the player.
    A value less than zero disables the pvpDelay.
    When calling the OnPlayerPVPDelay hook, 3 parameters are passed:
    <BasePlayer>player - The player to whom the pvpDelay is applied; <float>pvpDelay - The initial value of pvpDelay; <string>zoneID - A unique identifier of PVP zone.  
    object OnPlayerPVPDelay(BasePlayer player, float pvpDelay, string zoneID) { Puts($"Attempting to set a PvP delay of {pvpDelay} seconds for player {player.displayName} in zone {zoneID}!"); if (zoneID == "*Your unique zone identifier*") { return 15f;//Overriding the values for pvpDelay } return null;//Leave unchanged }  
    OnPlayerPVPDelayed:
    Called after the PVP delay has been set for the player.
    When calling the OnPlayerPVPDelayed hook, 3 parameters are passed:
    <BasePlayer>player - The player to whom the pvpDelay is applied; <float>pvpDelay - The value of pvpDelay; <string>zoneID - A unique identifier of PVP zone.  
    void OnPlayerPVPDelayed(BasePlayer player, float pvpDelay, string zoneID) { Puts($"A PvP delay of {pvpDelay} seconds has been set for player {player.displayName} in zone {zoneID}!"); }  
    OnPlayerPVPDelayRemoved:
    Called when the PVP delay is removed from the player after they enter a PVP zone with an active PVP delay.
    When calling the OnPlayerPVPDelayRemoved hook, only 1 parameter is passed:
    <BasePlayer>player - The player from whom the PVP delay has been removed.  
    void OnPlayerPVPDelayRemoved(BasePlayer player) { Puts($"PVP delay has been removed for player {player.displayName} as they entered a PVP zone!"); }  
    OnZoneStatusText:
    Called when the text with the nice name for the specified zone is needed, to be displayed in the status bar.
    When calling the OnZoneStatusText hook, 2 parameters are passed:
    <BasePlayer>player - The player for whom the nice name for the zone is being requested; <string>zoneID - A unique identifier of PVP zone.  
    object OnZoneStatusText(BasePlayer player, string zoneID) { Puts($"Text for the status bar is required for zone {zoneID}"); if (zoneID == "*Your unique zone identifier*") { return lang.GetMessage("*langKey*", this, player.UserIDString);//<string>Overriding the value for the status bar text } return null;//Leave unchanged }  
    CanRedeemKit:
    Called before giving the starter kit, in the OnDefaultItemsReceive hook.
    A non-zero value cancels this action.
    When calling the CanRedeemKit hook, only 1 parameter is passed:
    <BasePlayer>player - The player to whom the kit is being attempted to be given.  
    object CanRedeemKit(BasePlayer player) { Puts($"Attempting to give the kit to player {player.displayName}!"); if (player.IsAdmin) { return false;//Cancel the action } return null;//Leave unchanged }  
  5. More information about "Weapon Mechanics"

    $9.99

    Weapon Mechanics

    Easily adjust weapon statistics to fit your server’s gameplay. Customize a variety of attributes for any weapon, including custom names, damage, max range, effective distance, max ammo, and more. Tailor weapon performance to create unique gameplay balance and new challenges for players!

    Discord
    Join our community discord for fast support and future updates. We have several channels where you can get help, offer suggestions, see what's coming in future updates, and more. Our discord is the fastest way to get the help and info you need! http://discord.rustlevels.com/
     
    Features:
    Adjust attribute for every weapon Including:
    Max ammo Distance Scale Damage Scale Effective Distance Close Range Addition Medium Range Addition Long Range Addition Make unbreakable In Game Admin Panel:
    Setup and adjustments can be done live in-game without having to open or edit a config file. Custom user friendly UI with different themes  Auto add option that can automatically add weapons and default attributes to the list Manually add weapons that you want Message display section to alert you of issues Debug mode that posts RCON messages with details on everything that's going on for easy troubleshooting  
    API - For Developers to use for compatibility:
    // Looks for weapon shortname as string - returns true or false if weapon is listed in Weapon Mechanics public bool IsWeaponListed(string weapon) // Looks for weapon shortname as string - returns true or false if weapon is set to unbreakable public bool IsWeaponBreakable(string weapon) // Looks for weapon shortname and attribute name as string - returns new values as floats public float WMGetWeaponData(string weapon, string value) // Looks for weapon shortname as string - returns new max ammo as int public int WMGetMaxAmmo(string weapon)  
    Language:
    { "adminmenu_001": "Settings", "adminmenu_002": "Add Weapon", "adminmenu_003": "Close", "adminmenu_004": "Main", "adminmenu_005": "Save", "adminmenu_006": "Help", "adminmenu_007": "Theme", "adminmenu_008": "Reload", "adminmenu_009": "Menu:", "admin_001": "Name", "admin_002": "ShortName", "admin_003": "Max Ammo", "admin_004": "Distance Scale", "admin_005": "Damage Scale", "admin_006": "Effective Range", "admin_007": "Delete", "admin_008": "Edit", "admin_009": "Weapon", "admin_010": "(Set value to 0 to ignore)", "admin_011": "Enable Weapon Machanics", "admin_012": "Enable Debug Mode", "admin_013": "Weapon List", "admin_014": "(Type the item name, then hit enter)", "admin_015": "Load Default", "admin_016": "No item with found with {0}...", "admin_017": "Item already listed. {0}", "admin_018": "Search Weapon", "admin_019": "Search Results...", "admin_020": "+ Add", "admin_021": "... type here ...", "admin_022": "⇧ Prev", "admin_023": "Next ⇩", "admin_024": "Default data not found, Reload/Fire weapon to store defaults..", "admin_025": "Auto add weapons on reload (recommended)", "admin_026": "Main Icon", "admin_027": "No Weapons Listed Yet... \n Enable Auto Add or Click Add Weapon on the menu to start adding weapons.", "admin_028": "Close", "admin_029": "Close Range Addition", "admin_030": "Medium Range Addition", "admin_031": "Long Range Addition", "admin_032": "Admin Chat Command (requires save/reload)", "admin_033": "Select Theme", "admin_034": "Breakable", "adminmessage_001": "Weapon Mechanics Enabled", "adminmessage_002": "Debug Mode is ON", "adminmessage_003": "Auto Add Enabled", "adminmessage_004": "ImageLibrary Plugin Missing", "adminmessage_005": "XPerience Plugin Detected", "adminmessage_006": "XPerienceAddon Plugin Detected", "adminmessage_007": "Message Panel:", "adminmessage_008": "Weapon Mechanics Disabled", "admin_help_000": "Thank you for using our Weapon Mechanics plugin!\n\n These help pages will hopefully guide you in adjusting each weapon to best fit your needs. Be aware that these adjustments effect all weapons on a global scale and they will remain effected until your server restarts Weapon Mechanics plugin is removed or disabled!\n\n I recommend making minor adjustments in a private setting to find what best fits your needs. These adjustments are applied on each fire/reload if the weapon data doesn't match the Weapon Mechanics settings.\n\n Join our discord - discord.rustlevels.com - The fastest way to get the help and support you need from our great community!\n\n Continue to the next pages to view details on settings, their seffects, and what to do if something goes wrong.", "admin_help_001": "Settings: (Green = On/True - Red = Off/False)\n\n Enable Weapons Mechanics:\n By default Weapon Mechanics is disabled so that you can look around the admin panel before any changes are made. Turning this option on will allow the plugin to change all weapons listed on the main page. Turning this option off will stop any changes from being made to listed weapons however any weapon changed prior will still be effected.\n\n Auto add weapons on reload:\n This option allows the plugin to automatically add weapons to the main page with their default settings if they are not already listed. This is the easiest way to add weapons to the list. Weapons must still be reloaded at least 1 time to be automatically added to the Weapon Mechanics list.\n\n Enable Debug Mode:\n This is for helping find issues or see what is happening when Weapon Mechanics is enabled. Messages will be posted in your server console with information that can be useful when reporting bugs. Keep this disabled unless needed.\n\n When any of these options are enabled they will be listed on the menu display. This display will also alert you of any installed plugins that are directly supported or known to conflict.", "admin_help_002": "Weapon Adjustments:\n\n <color=yellow>Name:</color>\n You can edit the default name of any weapon. Customize your server with unique weapon names.\n\n <color=yellow>Max Ammo:</color>\n This is the new maximum amount of ammunition this weapon will hold. Players must still have the ammo needed to fill the weapon.\n\n <color=yellow>Distance Scale:</color>\n This changes the distance scale this weapon uses to determain how far the fired projectile will travel. The value works much like a percentage % based off a predetermained global distance scale. Increasing or decreasing this value will effect how far the weapons projects can travel.\n\n <color=yellow>Damage Scale:</color>\n This changes the damage scale this weapon uses to determain how much damage a fired projectile can cause. The value works much like a percentage % based off a predetermained global damage scale. Increasing or decreasing this value will effect how much damage the weapons projects can cause.\n\n <color=yellow>Effective Range:</color>\n This changes the effective range this weapon has and how much damage the fired projectile will lose over distance. The value is based off distance in meters and the fired projectile will drop damage potential increasingly after this distance. Increasing or decreasing this value will effect how far the fired project can travel before it begins to lose damage potential.", "admin_help_003": "Troubleshooting:\n\n <color=yellow>Weapons Not Effected?:</color>\n\n - Make sure Weapon Mechanics is enabled in the settings. By default Weapon Mechanics is disabled so that you can look around the admin panel before any changes are made.\n\n - Enable (Debug Mode) on the settings page and try reloading the weapon that isn't effected. In your server console you will see messages posted step by step when Weapon Mechanics tries to change the weapon as it reloads. Look for any messages that might explain what is happening and why the weapon is not being changed. If any errors appear report them to the developer.\n\n - If you are using any plugins that alter weapons, try unloading those plugins and see if Weapon Mechanics works. If so there could be a conflict bewteen plugins and this will have to be resolved between plugin developers. Report the conflict to both developers so they are aware and can look into possible solutions.\n\n <color=yellow>Images Not Showing?:</color>\n\n - This plugin requires the ImageLibrary plugin for images to show properly. Make sure you have the latest version of ImageLibrary installed.\n\n <color=yellow>Some Images Not Showing When Searching?:</color>\n\n - If the item has not been loaded before there can be a delay on ImageLibrary loading the image. The next search or load will usually fix this. All item images are hosted by rustedit.io and may be missing if those items have not been updated or added yet.\n\n <color=yellow>UI Images Not Showing?:</color>\n\n - The UI images such as the top left logo, menu background and other images are hosted by a public image service called imgur. This service sometimes limits the number of requests and can prevent the images from loading. These can be changed on the Them page using the custom option and enter the URL to any remote images you wish to use." }  
1.5m

Downloads

Total number of downloads.

7k

Customers

Total customers served.

105.3k

Files Sold

Total number of files sold.

2.1m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.