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  1. More information about "Discord Link"

    $19.99

    Discord Link

    Discord Link is a very simple, performant, and feature-rich Discord and Rust linking system. 2 Simple steps and a player can link to Discord!
    NO DISCORD.DLL!!

    FEATURES
    - NO DISCORD.DLL REQUIRED!!! - Link Rust and Discord accounts - Grant a role in discord and group in game for linked players - Soft unlinking (All past data on a user's account links will be forever stored) - 2 Way role syncing between rust to discord and discord to rust - Supports multi server linking - Booster perks for linked players boosting your discord - Steam to discord name syncing (Auto renames users in discord to their steam name) - Admin perms to unlink players - Search link commands in discord and in game to get who a player is linked to - Logs to discord when players link and unlink - Auto remove players from being linked when they leave the Discord - Syncing your old database files from steamcord, discord auth, or discord core PERMISSIONS
    discordlinkbot.search - ability to search players and use the UI

    The Plugin and Discord Bot both have very simple installations.
    We have included a readme.md file to make it even easier to setup!
    Need support or want updates about what is coming to the bot? Join the support discord here https://discord.gg/ZsRgCUNv2x

    This will require bot hosting to run the bot 24/7 since we do not use the Discord DLL therefore the server cannot host the bot.
    Thanks to @shady14u  for co-developing!!
     
     
  2. More information about "Server Hud"

    $14.99

    Server Hud

    Server HUD  ·  Rust  ·  Oxide  ·  CARBON Your chat is «is heli up?» twelve times an hour Put the answer on screen. Online count, clock, grid square, balance, and a live bar of every event running — Bradley, heli, cargo, airdrop, both oil rigs. Nine events out of the box, set up entirely from a panel in game.   How it goes From install to the event you added yourself MINUTE ONE Install and it's on screen It doesn't wait for the next wipe to be useful Install mid-wipe and the heli that's already flying is on the bar. ImageLibrary is the only other plugin you need. Nine events on by default. Bradley, Patrol Heli, CH47, Cargo Ship, Airdrop, Harbor cargo, both Oil Rigs, Deep Sea. Rigs turn red while the crate is being hacked. Players see the fight starting from across the map. Icons are just URLs. Fetched and cached for you. First install reloads once to pick them up — expected, not a fault. No file to edit first. Defaults draw a finished HUD with your server name in it. FROM THEN ON Every player, every day The numbers your chat keeps asking for Updated as they change. A player standing still costs you nothing. K12    or    X:-1204   Z:842 Grid square or raw coordinates. Your choice, your colour. Online, sleeping, queue. Admins can be left out of the count. Clock in each player's own format. 12- or 24-hour from their game language, or force one. Two balances, side by side. Economics, ServerRewards or ShoppyStock. Only what's live. One switch hides idle events instead of showing a wall of grey. Info messages on rotation. A random line from your list, any corner, any width. IN THE WAY The player decides Four states, and the choice is remembered Your logo is the button: full panel → events only → hidden. One command removes it entirely. Still set that way after a reconnect. Streamers keep coordinates off camera. One permission drops the position readout. CCTV and drones get a clean screen. Hides on mount, back on dismount, switchable. Any corner, any scale. Pixel offsets, one scale value, and a toggle to show it over the inventory. MONTHS LATER All of it, from in game The config file is optional One command opens an admin panel over every setting there is. Change it, it saves, everyone online sees it. Events from other plugins. A name, an icon, and the hooks it fires. Convoy, Sputnik, Armored Train and Harbor come pre-filled. Adding one rewrites a marked block in the plugin file and reloads it. A drop-down of command buttons. Any chat or console command, own icon, own permission, closes itself after use. Updates don't reset your settings. New events land with defaults; a section you deleted comes back. Or edit the file. Auto reload picks it up the moment you save.   The look See it running, then make it yours Every icon is a URL in the config. Take a pack, or draw your own from the blank template.       Free custom HUD icons Free   Custom HUD icons Paid   Server HUD custom icon pack Paid   While you're not looking Built to be left alone ✓  A typo in the config won't take the HUD down — it falls back to defaults and says so   ✓  Switching a counter off stops the work behind it, not just the display ✓  An economy you enabled but never installed shows 0, and the HUD carries on   ✓  Unloading clears every panel off every screen — nothing stuck until relog   Reference One chat command, five words after it Setup is admins only. Menu buttons take whatever permission you name in the config. Chat /h Show the command list Chat /h open Full panel — counters, clock, position, balance, events Chat /h events Event bar only Chat /h hide Hide the panels, keep the logo button Chat /h close Remove it entirely Chat /h setup Settings panel — admins only Perm hud.streamer Hides the position readout from whoever holds it Hook object CanHudChangeState(BasePlayer player, string currentState, string nextState) Fires before a state change. Return non-null to stop it. API string API_PlayerHudState(string playerId) Returns full, events, hidden or closed for a player.   Straight answers Asked before buying Can players turn it off? Full panel, event bar only, or gone entirely — their choice, and it survives a reconnect.   Do I have to edit the config file? No, the in-game panel covers all of it. If you prefer a text editor, auto reload picks the file up as you save. I stream — my coordinates are on screen. Grant yourself the streamer permission. The position readout goes, everything else stays.   Can I add an event from another plugin? Yes — name it, give it an icon, and name the hooks it fires. Most plugins list those in their own description. What if I run no economy plugin? Leave it off and the HUD closes the gap. Enable it without the plugin and you get a 0, not a broken HUD.   Does it block CCTV and drones? It hides itself in a Computer Station and comes back on dismount. One toggle if you'd rather it stayed.   9 events out of the box 4 states, chosen per player 2 economy balances at once 1 dependency — ImageLibrary
  3. More information about "BotReSpawn"

    $40.00

    BotReSpawn

    Spawns set numbers of customised npcs at monuments,
    various  events, supply drops, biomes, custom locations, and 'toplayer'.
     
    Plugin Description.
    Highly customisable and intuitive npc plugin, setup exclusively via UI.
    See images for an overview of the available options globally, and per npc profile.
    Every option in the UI is clickable, showing a detailed description of its use.
     
    Optional dependencies -
    Kits (free at uMod.org) CustomLoot
      Permissions.
    botrespawn.allowed  - Required for non-admin use
      Chat commands.
    /botrespawn - Opens UI. /botrespawn add *profilename* - Adds a custom profile then opens UI. (please don't use  spaces or hyphens) /botrespawn remove *profilename* - Removes a custom profile. /botrespawn info - Tells you about the npc you're looking at. Console commands.
    bot.count - Gives total number of spawned npcs. bots.count - Gives a breakdown of spawned npcs per profile. botrespawn toplayer NameOrId ProfileName amount(optional) botrespawn enable/disable "Profile name here" botrespawn tempspawn "Profile name here" - Spawns npcs from a profile at random points around that profile's location addspawn - Enabled via UI, in Edit Spawnpoints menu - for keybinding. botrespawn showspawns - Added for binding convenience. botrespawn checknav - Added for binding convenience. * Note = addspawn and showspawns commands require the user to select "Edit with console commands" first, from a profile's spawnpoints menu.
     
    Default locations.
    All major monuments are automatically included, plus profiles for the four biomes.
    The following events also have default profiles
    Airdrop (supply grenade optional) Locked Crate Spawn Locked Crate Hack Start APC Kill PatrolHeli Kill CH47 Kill  
    Configurable via json, per profile.
    BotNames BotNamePrefix Announcement_Text Instant_Death_From_Headshot_Allowed_Weapons (accepts item shortnames) See note at end for weapon list formatting.
    Everything else is configurable via UI - All options have a description in UI, accessible by clicking the name/label.
     
    Kits.
    Kits are managed, per profile, in UI.
    As with BotSpawn, kit probability can be balanced by assigning a number to a kit.
    When selecting multiple kits, increasing a kit's number increases its chances of being picked.
    Only kits with weapons in the belt are shown in UI.
    Most weapons are supported for npc use, including normal bullet and melee weapons,
    rocket launchers, bows, crossbows, MGLs, nailguns, flamethrowers, etc.
    Throwable explosives can be used but throwable melee (like spears) can be used but will not be thrown.
     
    Spawnpoints.
    Adding and managing spawnpoints is done, per profile, in UI,
    or by enabling 'add by command' in spawnpoints menu, then using 'addspawn' console command.
    You can bind this command for your convenience.
    When opting to use the 'addspawn' command, a button will show in UI main page, allowing you to quickly return to the profile you were editing.
    A new feature is that each spawn point can have overrides, forcing that specific npc to have different values to the rest of the profile's npcs.
    At present you can override
    Stationary Kits Health RoamRange  
    If you choose to use Parent_Monument, you can select it via UI, but do so before you add custom spawn points (if applicable).
    Parent_Monument ensures that your profile and its spawn points will relocate after a map change,
    so that they are in the same place, relative to that chosen monument.

    If a profile uses custom spawn points, but does not have enough custom spawn points to cover the whole population,
    it will spawn randomly placed npcs to make up the numbers, in accordance with the profile "Radius" setting.
    EG :
    Day_Time_Spawn_Amount 10
    Number of custom spawn points 5
    Result : 5 npcs on custom spawn points, and 5 randomly placed around the area, within the specified radius.
     
    Murderer
    Murderer true/false is no longer an option.
    Instead, the AI will respond differently based on the weapons you give it.
    If you want the AI to run directly at victims and attack, give it melee weapons only.
    I believe you can still make murderer-style kits, although you also have Frankenstein clothing options built into the the UI options now.
     
    Peacekeeper
    Peacekeeper is now based on  whether or not players are marked hostile.

    An additional option 'Peacekeeper_Uses_Damage' restores the old behaviour,
    where peacekeeper npcs will completely ignore players until attacked by them.
     
    Configuration.
    "DataPrefix": "default", (tells BotReSpawn which data files to load),
      Allow_Parented_HackedCrates Allow_HackableCrates_With_OwnerID Allow_HackableCrates_From_CH47 Allow_HackableCrates_At_Oilrig Allow_All_Other_HackedCrates
      Disable_WaterWells Disable_Substations Disable_UndergroundCaves Disable_UnderwaterLabs
      "UseServerTime": Uses server IsNight check, instead of manual day/hour settings, "Show_Profiles_Seconds": 10, "DayStartHour": 8, "NightStartHour": 20, "SuicideBoom": true, (toggles explosion sound for suicide npcs), "Animal_Safe": true, "Supply_Enabled": false, (spawn 'airdrop' bots for user-called supplys), "Ignore_Skinned_Supply_Grenades": true, "Remove_BackPacks_Percent": 100 is always : 0 is never, "Remove_KeyCard": true, (any keycards in bot default loot will be destroyed), "Remove_Frankenstein_Parts": true, (any frankenstein parts in bot default loot will be destroyed), "Ignore_Sleepers": true/false, "Pve_Safe": true, (bots will not be injured by fire/barbs, etc.), "Max_Chute_Fall_Speed": 100, "Chute_Speed_Variation": 100, "Staggered_Despawn": false, "Disable_Non_Parented_Custom_Profiles_After_Wipe": false "Announce_Toplayer": false "RustRewards_Whole_Numbers": true "XPerience_Whole_Numbers: true "NPCs_Damage_Armour": true "Limit_ShortRange_Weapon_Use": false "Allow_Ai_Dormant": false "Prevent_Biome_Ai_Dormant": false "Scale_Meds_To_Health": false (increases npc heal amount relative to npc's max health. "Ignore_Factions": false - Makes all profiles fight all profiles if true. "Reduce_Damage_Over_Distance: false "Deaggro_Memory_Duration: 20 - Number of seconds it takes an npc to forget you outside deaggro range/line of sight. "Ignore_HackableCrates_With_OwnerID" - Makes hackable crate profiles only respond to crates with OwnerID 0 (server spawned) "NPCs_Assist_NPCs" - true/false. When a botrespawn npc is attacked, nearby botrespawn npcs will also respond and defend. "Enable_Targeting_Hook": false "Allow_AlphaLoot": true Can be used to prevent AlphaLoot from giving loot to BotReSpawn npcs. "Parachute_From_Height": 200 "Smooth_Damage_Scale": false "Allow_Oilrigs": false - NPCs here must be custom spawn point and stationary true. "Show_Spawns_Duration": 20, These values are adjustable and described in detail in in-game UI, with the exception of DataPrefix.
     
    Profile values.
    Each profile value and description is not listed here, but all (apart from text strings) are now configurable via UI,
    and have sensible default values.
    Every option has a full in-game description, accessible by clicking an option's name/label.
    If any specific setting/value is unclear, please just ask in CF discord, my discord, or the support section here.
     
    Notes :  
    Durations which used to be in seconds are now in minutes.
    "Type" is an internal use variable - Users should not change this option.
    Profile copy/paste does not include location, Parent_Monument, or custom spawnpoints.
     
    BotNames, and Headshot weapons  should be formatted as follows:
    ["name1"],  for single or  ["name1", "name2", "name3"],  for many.
    ["rifle.lr300"], for single or [ "rifle.lr300", "pistol.m92" ], for many.
     
    Faction and Subfaction of 0 means this profile will not fight any other, and will not be attacked by any other.
    Faction and Subfaction settings greater than 1 are used for configuring which profiles should be allies / enemies.
     
    API :
    string[] AddGroupSpawn(Vector3 location, string profileName, string group, int quantity) string[] RemoveGroupSpawn(string group) string NPCProfile(NPCPlayer npc) (returns "No Name" for non BotReSpawn npcs) object OnBotReSpawnNPCTarget(ScientistNPC npc, BasePlayer player) void OnBotReSpawnNPCSpawned(ScientistNPC npc, string profilename, string group) void OnBotReSpawnNPCKilled(ScientistNPC npc, string profilename, string group, HitInfo info) bool IsBotReSpawn(NPCPlayer npc) bool IsBotReSpawn(ulong id)  
    For preventing BotReSpawn npc spawns for event profiles.
    object OnBotReSpawnCrateDropped(HackableLockedCrate crate) object OnBotReSpawnCrateHackBegin(HackableLockedCrate crate) object OnBotReSpawnAPCKill(BradleyAPC apc) object OnBotReSpawnPatrolHeliKill(PatrolHelicopterAI heli) object OnBotReSpawnCH47Kill(CH47HelicopterAIController ch) object OnBotReSpawnAirdrop(SupplyDrop drop)  
    Example usage.
    [PluginReference] private Plugin BotReSpawn; Vector3 location = new Vector3(0,0,0); string[] Spawn = BotReSpawn?.Call("AddGroupSpawn", location, "The Dome 0", "MadeUpNameHere", 5) as string[]; Puts($"{Spawn[0]}"); Puts($"{Spawn[1]}"); Passing 0 for quantity will spawn the appropriate amount of npcs for the time of day, according to the profile.
     
     
    Method call OnBotReSpawnNPCSpawned(ScientistNPC npc, string profile, string group, notifies of spawned npcs.
    Example.
    void OnBotReSpawnNPCSpawned(ScientistNPC npc, string profile, string group) { if (String.IsNullOrEmpty(group)) Puts($"BotReSpawn spawned an npc from profile {profile}"); else Puts($"BotReSpawn spawned an npc from profile {profile} - API group name {group}"); }  
     
    FAQ.
     
    Q: My npcs don't move and/or won't attack
    A: If you have any PVE plugins or settings please try disabling those temporarily to test.
    A: Make sure the server has the following settings.
    nav_wait true nav_disable false ai.think true A: If you use Rust Admin, please ensure that the animal AI option is enabled.
    A: If you have Vanish installed please try unloading it. If this worked, check you don't have the permission for permanent Vanish.

    Q:  There's a million options. Where do I start?
    A: Open the UI with /botrespawn and set AutoSpawn to true for at least one monument, then click the button to reload that profile.
    A:  Everything else is preference/user customisation.
    A: If the monument has a building/structure near the middle, like Dome, you may need to increase the spawn radius option to get going.

    Q:  My bots won't die / my bots take damage when attacking people.
    A:  Make sure Godmode permissions allow you to do damage.
    A:  Same for vanish ^.
    A:  Ensure you don't have a PVE plugin which is causing this damage behaviour.

    Q:  I take damage when attacking my bots.
    A:  This can also be caused by server, or plugin, PVE settings.

    Q:  Will X kill my bots?
    A:  Radiation, drowning, falling, and helicopters should not kill your bots.
    A:  Turrets targeting bots can be toggled. Bradleys targeting bots can be toggled.
    A:  Fire (campfires etc) will kill your bots. Damage from barbs, cacti etc will kill your bots, but can be prevented with the 'Pve_Safe' config option set to true.

    Q:  What weapons can my bots use?
    A: As far as I know they should use all weapons except for throwable melee (eg. spears).
    A: Flamethrowers, nail guns, rocket launchers, bows, grenade launchers, etc were added in a recent update.
    A: Throwable explosives can be used as 'backup' weapons and are thrown when line-of-sight is temporarily broken.
    A: All npcs, even those with throwables, must have at least one valid held weapon to use.

    Q:  Can I have custom profile locations?
    A:  Yes. Your custom locations are stored in data with a filename of *YourPrefix*-CustomProfiles.json.
    Use chat command '/botrespawn add NewNameHere' to create a profile at your present location.
    A: Doing so will open the UI, at the page for your new profile's settings.

    Q:  Can I spawn bots at events.
    A:  Yes. There are event profiles for aidrop, hackable crate spawn and hack start, and the destruction of CH47, Patrol Heli, and APC.
    For the airdrop profile, spawn at user-supply call is an additional option, found in the global config.
    Q:  Can I have specific custom spawn points? (underground, etc)
    A:  Yes. Use the built in UI to create custom spawn points and set UseCustomSpawns to true, for some profile..
    A:  That BotReSpawn profile will now ignore radius settings and use the precise spawn points from your file.
    A: Event profiles which can occur underground should work automatically now (crate spawn/crate hack).
    A: Even if parachutes are enabled, these profiles should still work with underground-spawning npcs, if the event takes place under ground.

    Q:  My bot kits aren't working.
    A: Kits which don't have a valid weapon in the belt will not be made available in the UI.
    A:  Please redeem the kit yourself to an empty inventory, to ensure that the expected items are definitely in it.

    Q:  How can I prove that bots have spawned? I can't find them.
    A:  Type bot.count into console for a total number, or bots.count for a per-profile breakdown.
    A:  Respawn timer is taken into account so if you spawn one and kill him, bot.count will show 0 until respawn.

    Q:  bot.count console command shows that there are 0 bots.
    A:  Double check that at least one monument is set "AutoSpawn": true in your config, and reload the plugin.
    A:  Also, don't forget their respawn timer. If they're all dead when you do bot.count, it will show 0.
  4. More information about "Abandoned Bases"

    $30.00 $20.00

    Abandoned Bases

    Allows bases to become raidable when all players in a base become inactive.
     
    Compatible with TruePVE and NextGenPVE servers. This plugin is not compatible with servers that have server.pve set true. It is possible to implement this, but I see no reason to do so as TruePVE provides the same protection and more.
    Abandoned Bases checks each building on the server in order to determine which bases are inactive. Bases become inactive when all players authorized on the tool cupboard have been offline for the configured amount of days. When a base becomes inactive there are one of two outcomes.
    1.) It will be immediately destroyed if it does not meet the configured minimum requirements.
    2) It will become raidable for a configurable period of time, and when the time expires the base will be destroyed.
    Each zone has a map marker, allows PVP and is surrounded by a dome that protects it from being attacked from the outside. Players who zone hop will be flagged with a PVP delay where they can still be attacked for a configurable amount of time.
    Command /sar - requires abandonedbases.convert permission and converts a base into an abandoned base - this can be used on any base that you are authorized to and will cause the base to be destroyed when the timer expires
    Command /sab - starts a manual check for each building on the server in order to determine which bases are inactive (requires abandonedbases.admin permission)
    Command /sar radius - requires abandonedbases.convert permission and converts a base into an abandoned base and uses the specified radius for the dome / zone radius. Min and max radius are configurable.
    Command /sar cancel - requires abandonedbases.convert and abandonedbases.convert.cancel permissions - completely cancels an event (destroys map marker and dome, disables PVP and prevents base from being despawned) effectively allowing the base to be taken over
    Command /sar claim - requires abandonedbases.convert and abandonedbases.convert.claim permissions and converts a finished abandoned base into a claimed base that can be taken over by players
    "Loot Required (SAR)"
    "Foundations Required (SAR)"
    "Walls Required (SAR)"
    These options should be set realistically so that players cannot exploit the /sar command. I recommend Loot Required 100, Foundations Required 10, Walls Required 10 at minimum Command /sar purge - converts all bases on the server into abandoned bases for purge day (requires abandonedbases.convert, abandonedbases.admin and abandonedbases.purgeday permissions)
    This is a two part command that requires you type /sab afterwards to begin. Requires abandonedbases.purgeday, abandonedbases.convert, and abandonedbases.admin permissions. Announcements are muted during purge to prevent spam. Time To Wait Between Spawns (15) will delay how quickly every base is converted Permissions (ADMINS REQUIRE PERMISSIONS TOO)
    abandonedbases.convert - required to use /sar command
    abandonedbases.convert.free - converting is free for users that have this permission
    abandonedbases.convert.claim - required to use /sar claim command
    abandonedbases.purgeday - required to use /sar purge command
    abandonedbases.admin - required to use /sab and purge commands
    abandonedbases.notices - users with this command can see event-opened notices from the plugin
    abandonedbases.attack - lets players hunt bases and convert them by attacking if they're abandoned
    abandonedbases.attack.time - shows players how much time is left before a base becomes abandoned when they attack it
    abandonedbases.attack.lastseen - required to see the last time the player was online when attacking a base
    Auto-add abandonedbases.immune to configuration if one does not exist already (lifetime set to "none")
    - abandonedbases.immune will not be automatically added if the configuration contains a different immunity permission already
    - abandonedbases.immune will give the user immunity to any base they've built at or are authed at from becoming abandoned
    - abandonedbases.exclude does not provide immunity and is explicitly intended for the plugin to ignore the player only
    - abandonedbases.exclude is intended for admins, mods, staff or helpers to be able to freely make repairs or auth at bases without interfering with the abandoned timer
    abandonedbases.exclude:
    excludes the user from being checked as an authorized user to a TC this permission should not be used to exempt users - exempt users with immunity by assigning them a permission from a role that has the lifetime set to "none" example roles that includes permission abandonedbases.immune and lifetime set to "none" to properly exempt a user or group by granting abandonedbases.immune to a user or group:
    "Purge Settings": [ { "Permission": "abandonedbases.immune", "Lifetime (Days)": "none" }, { "Permission": "abandonedbases.vip", "Lifetime (Days)": "7" }, { "Permission": "abandonedbases.veteran", "Lifetime (Days)": "5" }, { "Permission": "abandonedbases.basic", "Lifetime (Days)": "3" } ], Purge Settings
    Permission - The permission to use with this setting Lifetime (Days) - The amount of time in days before a base is considered abandoned. Set to none to not consider players with this permission as inactive. Conversions Before Destroying Base (1) - The amount of times a base can become abandoned before it is finally destroyed when the Despawn Timer expires. Comes with 3 configured permissions and lifetime days by default Abandoned Settings
    Blacklisted Commands (command1, command2, command3) - Commands players are not allowed using at a raid or marked with PVP delay Marker Name (Minutes) (Abandoned Player Base [{time}m]) - Text shown on map marker for minutes Marker Name (Seconds) (Abandoned Player Base [{time}s]) - Text shown on map marker for seconds Foundations Required (4) - Minimum amount of foundations required to become raidable Walls Required (3)  - Minimum amount of walls required to become raidable Sphere Amount (10)  - Increase to darken the dome, or decrease to brighten it Sphere Radius (50)  - How big the dome is in meters Use Dynamic Sphere Radius (false)  - Allow the dome to detect the best dome size Max Dynamic Radius (75.0)  - How maximum size of the dynamic radius Min Custom Sphere Radius - The minimum radius allowed when using /sar <radius> Max Custom Sphere Radius - The maximum radius allowed when using /sar <radius> PVP Delay (15.0)  - The amount of time in seconds that players can take damage after leaving the dome Despawn Timer (1800.0)  - The amount of time in seconds that players have to finish the raid Reset Despawn Timer When Base Is Attacked (true)  - When enabled this will reset the above despawn timer back to 1800 seconds by default Do Not Destroy Base When Despawn Timer Expires (false) - Use this to override and prevent a base from being destroyed when Despawn Timer expires Backpacks Can Be Opened (true)  - When enabled players will be allowed to open their backpacks while inside of the dome Backpacks Can Be Looted By Anyone (false) - Bypass PreventLooting plugin and allow backpacks to be lootable if enabled Corpses Can Be Looted By Anyone (true) - Bypass PreventLooting plugin and allow backpacks to be lootable if enabled Allow PVP (true) - Allows PVP while inside of the dome, and when flagged with a PVP delay Seconds Until Despawn After Looting (600) Seconds Until Despawn After Looting Resets When Damaged (true) Cancel Automated Events If Abandoned Owner Comes Online (false) Message Raiders When Event Ends During Automated Cancellation (true) Change Marker Color On First Entity Destroyed (true) Cooldown Between Conversions (3600) - Time required between each manual conversion of a base using /sar Cooldown Between Events (3600) - Time between each event - prevents looting, damage and using /sar claim Cooldown Between Cancel (3600) - Time the player must wait to use /sar cancel Cooldown Between Conversions Ignored During Purge (true) Cooldown Between Cancel Ignored During Purge (true) Cooldown Between Events Ignored During Purge (true) Prevent Hogging Ignored During Purge (false) Run Once On Server Startup (false)  - Check for abandoned bases immediately after server startup is complete Run Every X Seconds (0.0)  - The time in seconds to check for each building on the server in order to determine which bases are inactive Kill Inactive Sleepers (false)  - When enabled players with a permission from purge settings will be executed when they are offline for the configured amount of lifetime days Let Players Kill Abandoned Sleepers (false) - Allows players to kill anyone sleeping inside of an abandoned base rather than the server killing them automatically Economics/ServerRewards Cost To Manually Convert (0 = disabled) - Used with /sar command to convert any base into an abandoned base Use Map Marker (true) Require Event Be Finished Before It Can Be Canceled (true) Various auto turret settings
    Hooks (implemented in 2.1.4, updated in 2.2.5)

    participants - anyone that has actively participated  (excludes admin if configured, and those in noclip or vanish) - this should not contain null elements
    participantIds - contains the userid of all participants - this list is better as anyone offline and dead will be included in this but not in the  participants list because they would be null!
    intruders - anyone currently inside of the event (does not exclude anyone) - this should not contain null elements
    intruderIds - contains the userid of everyone inside of the event (does not exclude anyone) - this list is better as anyone offline and dead will be included in the list but not in the  intruders list because they would be null!
    void OnBaseSkipped(Vector3 v, ulong userid, HashSet<ulong> owners, string reason, BuildingManager.Building building) { } void OnTugboatSkipped(Vector3 v, ulong userid, HashSet<ulong> owners, string reason, BaseEntity entity) { } void OnShelterSkipped(Vector3 v, ulong userid, HashSet<ulong> owners, string reason, BaseEntity entity) { } void OnAbandonedBaseStarted(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnAbandonedBaseEnded(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnAbandonedBaseTurretsInitialized(List<AutoTurret> turrets,Vector3 center, float radius, bool AllowPVP, ulong raiderId, bool CanDropBackpack, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnRaidableDespawnUpdate(Vector3 center, float radius, bool AllowPVP, ulong raiderId, DateTime DespawnDateTime, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnPlayerEnteredAbandonedBase(BasePlayer player, Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnPlayerExitAbandonedBase(BasePlayer player, Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnAbandonedBaseCompleted(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnAbandonedBaseClaimed(BasePlayer player, Vector3 center, float radius, bool AllowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnAbandonedBaseClaimFailed(BasePlayer player, Vector3 center, float radius, bool AllowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } object OnBlockRaidableBasesTeleport(BasePlayer player, Vector3 to) => null; // return true to allow the blocked teleport, return a string to block with your message instead void OnAbandonedBasePrivilegeDestroyed(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, BuildingPrivlidge priv, bool areCupboardsTaken, Guid guid) { } void OnPlayerPvpDelayStart(BasePlayer player, ulong userid, Vector3 eventPos, float radius, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnPlayerPvpDelayExpiredII(BasePlayer player, ulong userid, Vector3 eventPos, float radius, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnPlayerPvpDelayReset(BasePlayer player, ulong userid, Vector3 eventPos, float radius, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnAbandonedBaseDespawned(Vector3 eventPos, float radius, bool allowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, Guid guid) { } object OnProcessPlayerEntity(BaseEntity entity, HitInfo info) => null; // cancel to prevent the plugin from handling this entity, though it can still be an event entity already in some cases void OnAbandonedBaseDespawn(List<BaseEntity> entities) { } // only called when a base is not eligible to convert void OnAbandonedBaseDespawn(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) { } void OnAbandonedBaseStart(Vector3 center, float radius, bool allowPVP, List<BasePlayer> intruders, List<ulong> intruders, List<ulong> intruderIds, List<BaseEntity> entities, bool canDropBackpack, bool automatedEvent, bool attackEvent, Guid guid) Added OnEntityEnteredAbandonedBase(BaseEntity entity, Vector3 center, float radius, bool allowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, Guid guid) Convert Bases and/or Claim Bases
    Credits:
    misticos for giving permission to use some of his code 🙂
  5. More information about "Cargo Plane Crash"

    $15.99

    Cargo Plane Crash

    Adds a cargo plane crash event to your server. The crash site is guarded by NPCs that patrol the area and can chase players.
    You can also set up custom loot using the "SimpleLootTable" plugin.

    Features:
    Support for third-party plugins Great customization options in the config
    Console commands:
    callcargoplane -  force the event to start callcargoplane {steamID/name} - the event will be reserved for one player crashcargoplane -  force a cargo plane to crash cpc_stop -  force the event to end
    Chat commands(need admin privileges):
    showcrashzone -  displays the crash area setcrashzonecenter -  set the center of the crash zone to where the player is callcargoplane -  force the event to start callcargoplane {steamID/name} - the event will be reserved for one player crashcargoplane -  force a cargo plane to crash cpc_calltome - force an event to start (the cargo plane will go to the player's coordinates) cpc_stop -  force the event to end cpc_add_crashzone - adds a new zone at the location where the player is, can be used if you use multiple zones(you can set the name and radius - /cpc_add_crashzone "name" "radius") Hooks:
    void CargoPlaneCrashStarted() // called when the event starts
    void CargoPlaneCrashCrashed() //  called when a cargo plane crashes
    void CargoPlaneCrashEnded() //  called when the event ends
    void CargoPlaneCrashEventWinner(BasePlayer player) //  called when a player loots any crate first
     
    CargoPlaneCrash config:
    { "PVE mode (crates can only be looted by the player who first dealt damage to the NPC)": false, "Give event ownership to the owner's teammates if he is no longer the owner. Only if teammates are within the event radius (for PVE mode)": true, "Radius for event(for PVE mode)": 380, "Create a dome for PVE mode": false, "Dome transparency (the higher the value, the darker the dome, recommended 4)": 4, "Time after which the owner of the event will be deleted if he left the dome or left the server (for PVE mode)": 300, "Message when a player enters the event dome(only for PVE mode if there is a dome)": "You have entered the Cargo Plane Crash Event", "Message when the event owner leaves the event dome (only for PVE mode if there is a dome)": "Return to the event dome, otherwise after 300 seconds you will no longer be the owner of this event", "Do not allow other players into the event(only for PVE mode if there is a dome) Be careful, if the crash site is near the player's base and the player is not the owner of the event, he will be ejected from his base outside the dome": false, "Message when a player is ejected from the event dome(only for PVE mode if there is a dome)": "You cannot be here, you are not the owner of this event", "Allow admin to be in event dome (only for PVE mode if there is a dome)": true, "Triggering an event by timer (disable if you want to trigger the event only manually)": true, "Time to event start(in seconds)": 3600.0, "Random time to event start": false, "Minimum time to event start(in seconds)": 600, "Maximum time to event start(in seconds)": 10800, "CargoPlane speed(recommended 4 to 6)": 5.0, "Minimum amount of online players to trigger the event": 1, "Minimum crates amount(spawn after crash)": 1, "Maximum crates amount(spawn after crash)": 1, "Crate simple loot table name(plugin SimpleLootTable is required)": "", "Minimum number of items in a crate(plugin SimpleLootTable is required)": 0, "Maximum number of items in a crate(plugin SimpleLootTable is required)": 0, "Crates lifetime(in seconds). The crate will not be destroyed if it has been activated": 3600, "Crates timer(in seconds)": 900, "Remove crates after being looted by a player(in seconds)": 300, "Minimum airdrops amount(spawn after crash)": 1, "Maximum airdrops amount(spawn after crash)": 1, "Airdrop simple loot table name(plugin SimpleLootTable is required)": "", "Minimum number of items in an airdrop(plugin SimpleLootTable is required)": 0, "Maximum number of items in an airdrop(plugin SimpleLootTable is required)": 0, "Airdrops lifetime(in seconds)": 3600, "Fireballs amount(spawn after crash)": 5, "Passengers amount(spawn after crash)": 2, "Explosion marker on the map(spawn after crash)": true, "Explosion marker lifetime(in seconds)": 300, "Enable signal smoke(spawn after crash)": true, "Signal smoke lifetime(in seconds, max 214)": 214, "Map size(crash zone size), you can see the zone, use the chat command /showcrashzone": 4500.0, "Starting altitude, defaults to map size, can be increased if cargo plane hits high ground(no more than 10000 recommended)": 4500.0, "Crash zone center. Use chat command /setcrashzonecenter to set to player position. You can check crash zone center, use the chat command /showcrashzone": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Use multiple zones": false, "Select a zone from the list sequentially(if false, then the crash zone will be chosen randomly)": false, "Zones list": [ { "name": "0", "radius": 300, "center": { "x": -300.0, "y": 0.0, "z": 0.0 } }, { "name": "1", "radius": 200, "center": { "x": 100.0, "y": 0.0, "z": 0.0 } } ], "Event message(if empty, no message will be displayed)": "CargoPlane event started", "Crash message(if empty, no message will be displayed)": "Cargo plane crashed", "Event end message(if empty, no message will be displayed)": "CargoPlaneCrash event ended", "Message about coordinates(will display the coordinates of the crash site. If empty, no message will be displayed)": "", "Kit name(you can use kits for passengers if you have Kits plugin)": "", "Passenger name": "Mister bot", "Use NPC prefab for passengers": false, "Minimum NPCs amount(spawn after crash)": 2, "Maximum NPCs amount(spawn after crash)": 2, "NPCs lifetime(in seconds)": 3600, "NPCs type(NPCs prefab, experimental setting, it is not known how the NPCs will behave) 0 - tunneldweller; 1 - underwaterdweller; 2 - excavator; 3 - full_any; 4 - lr300; 5 - mp5; 6 - pistol; 7 - shotgun; 8 - heavy; 9 - junkpile_pistol; 10 - oilrig; 11 - patrol; 12 - peacekeeper; 13 - roam; 14 - roamtethered; 15 - bandit_guard; 16 - cargo; 17 - cargo_turret_any; 18 - cargo_turret_lr300; 19 - ch47_gunner": 8, "NPCs health(0 - default)": 0, "NPCs damage multiplier": 1.0, "NPCs accuracy(the lower the value, the more accurate, 0 - maximum accuracy)": 2.0, "NPCs attack range": 75.0, "Radius of chasing the player(NPCs will chase the player as soon as he comes closer than the specified radius, must be no greater than the attack range)": 60.0, "Minimum distance to NPC damage": 75.0, "Message if the player attacks far away NPCs": "NPC is too far away, he doesn't take damage", "Kit for NPCs. The NPC will use the weapon that is in the first slot of the belt(requires Kits plugin)": "", "Default displayName for NPC(for SimpleKillFeed/DeathNotes plugin)": "Crashsite NPC", "List of displayNames for each NPC(for SimpleKillFeed/DeathNotes plugin)": [ "Crashsite NPC1", "Crashsite NPC2", "Crashsite NPC3" ], "Will NPCs attack zombies": true, "Remove NPC corpses": false, "Prohibit building near the crash site": false, "Building prohibition radius": 20.0, "How long construction is prohibited near the crash site(in seconds)": 1800, "Event marker on the map(spawn an event marker at the crash site)": false, "Display approximate end time of event on marker": false, "Event marker name": "Cargo plane crash site", "Event marker lifetime(in seconds)": 3600, "Event marker transparency(0-1)": 0.75, "Event marker radius": 0.5, "Event marker color.R(0-1)": 1.0, "Event marker color.G(0-1)": 0.0, "Event marker color.B(0-1)": 0.0, "Do not spawn crates and NPCs when a cargo plane falls under water (if the water depth is greater than)": 0.5, "Do not choose a crash site near monuments": false, "If possible, the crash site will not be chosen near player bases": true, "SteamID for chat message icon": 0, "Complete the event if all crates were destroyed after looting": false, "Use Notify plugin for messages": false, "Notify message type": 0 }

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