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  1. More information about "Homing Missiles"

    $9.99 $7.99

    Homing Missiles

    Adds homing missiles to the server.  Just load the rocket launcher with a smoke rocket and aim. Require a smoke rocket to be used as the ammo type!
    Great damage system, you can set damage for all types of objects (buildings, animals, NPCs, players, trains, boats, helicopters and others) Great crafting system, you can customize the amount of resources needed to craft homing missiles, set the level of the workbench required for crafting You can customize crosshair size and color, aiming time, aiming sound You can set the type of rocket explosion, set rocket speed, self-detonation time and more You can set zones where you cannot use homing missiles, (you need the ZoneManager plugin) This plugin utilizes the smoke rocket. As it is not a item that players can usually get through loot it makes the perfect placeholder for this purpose.
    Simply use a plugin such as BetterLoot to insert the smoke rocket into your loot tables, then any smoke rocket that is picked up by a player can be used as a Homing Missile.  Or you can just use the crafting system.
    Commands:
    /hmcraft  - use to craft homing missiles (if enabled in the config)
    /hmcraft  X - use to craft multiple homing missiles, where X is the amount of homing missiles
    This plugin uses the permission system.
    Permissions:
    homingmissiles.use -  required to use homing missiles
    homingmissiles.craft -    required to use the craft command
     
    To assign a permission, use:    oxide.grant <user or group> <name or steam id> homingmissiles.use
    To remove a permission, use:    oxide.revoke <user or group> <name or steam id> homingmissiles.use
     
    To assign a permission, use:    oxide.grant <user or group> <name or steam id> homingmissiles.craft
    To remove a permission, use:    oxide.revoke <user or group> <name or steam id> homingmissiles.craft
    Developer API:
    (void) LaunchHomingMissile(Vector3 launchPosition, Vector3 targetPosition, Vector3 startVelocity, BaseEntity target)  
    Launches a homing missile from a point with coordinates "launchPosition" with velocity "startVelocity" (startVelocity can just be a Vector3.zero).
    You can set any "targetPosition" value if you have specified a "target". If you set the "target" to null, then the target will be the point with coordinates "targetPosition".
     
     
    Config file:
    { "Rocket display name": "Homing missile", "Rocket icon skinID": 3018993457, "Allow homing missiles crafting": true, "Workbench level required to craft(0-3)": 3, "Crafting costs": [ { "shortname": "ammo.rocket.basic", "amount": 1 }, { "shortname": "techparts", "amount": 2 } ], "List of zones where homing missiles cannot be used (requires ZoneManager plugin)": [ "111111111", "222222222", "333333333" ], "Make it so that only in these zones you can use homing missiles": false, "A message when you are in an area where homing missiles cannot be used": "You can't use homing missiles here", "Rocket speed": 50, "Rocket acceleration(1 - 10)": 1.0, "Amount of time before the rocket self detonates": 20.0, "Amount of time to acquire target lock(in seconds)": 1.0, "How quickly the target lock is lost if you lose the target(0-1)": 1.0, "First crosshair size": 24.0, "First crosshair color Red (0-1)": 1.0, "First crosshair color Green (0-1)": 0.0, "First crosshair color Blue (0-1)": 0.0, "Left side of the first crosshair": "<", "Right side of the first crosshair": ">", "Middle of the first crosshair": "+", "Second crosshair size": 24.0, "Second crosshair color Red (0-1)": 0.0, "Second crosshair color Green (0-1)": 1.0, "Second crosshair color Blue (0-1)": 0.0, "Second crosshair": "[ + ]", "Enable sound effects when aiming": true, "Base damage of the rocket(affect everything, including buildings)": 100.0, "Damage to players": 100.0, "Damage to animals": 500.0, "Damage to patrol helicopter": 3500.0, "Damage to chinook": 2000.0, "Damage to bradleyAPC": 500.0, "Damage to submarine": 400.0, "Damage to NPCs": 300.0, "Damage to snowmobile": 300.0, "Damage to boat": 400.0, "Damage to modular cars": 400.0, "Damage to hot air baloon": 1000.0, "Damage to scrap transport helicopter": 500.0, "Damage to minicopter": 750.0, "Damage to train": 500.0, "Explosion type: 1 - basic; 2 - fire; 3 - smoke; 4 - heli; 5 - heli napalm; 6 - heli airburst; 7 - sam; 8 - 40mm_grenade_he; 9 - c4; 10 - f1; 11 - beancan grenade; 12 - satchelcharge; 13 - mlrs": 13, "Use homing missiles for building blocks": false, "Use homing missiles for constructions": false, "Use homing missiles for items": false, "Use homing missiles for traps and turrets": false }  
  2. More information about "Basements"

    $29.99

    Basements

    Basements lets players build underground rooms beneath their bases. Place a hatch on your foundation and dig straight down into a hidden basement with walls, ceilings, and full building privileges. Great for stashing loot, setting up secret bunkers, or just adding extra space.

    Readme Link - Click Here for Instruction and Documentation
    👆Highly recommend reading the FAQ section!
    BUILD
    Build basements easily from your tool cupboard. Just place an entrance to get started. 

    EXPAND
    Expand your basement by drilling underground. But don't forget to bring a headlamp - its dark down there!

    TRAVERSE
    Place multiple entryways, building out your labyrinth of tunnels beneath your base. 


    DECORATE
    All deployables, electricity, and storage items can be placed in your basement. Take advantage of your new space!

    RAID
    Nothing is safe in Rust, including your basement. If all the entrances are destroyed, then the basement is too. Any loot below will float to the surface. Protect the entrance at all costs!




    API METHODS (For Plugin Developers)
    // Returns true if the given entityId is part of a basement. bool IsBasementEntity(ulong entityId) // Returns the building ids of the basements connected to a given surface building id. uint[] GetBasementBuildingIds(uint surfaceBuildingId) // Returns the building ids of the surface buildings connected to a given basement building id. uint[] GetSurfaceBuildingIds(uint basementBuildingId)  
  3. More information about "Artifacts"

    $40.00 $14.99

    Artifacts

    Plugin add artifacts with passive and active abilities

    🎬 PROMO
     
    💎FEATURES
    50+ passive and active abilities (will added more) Groups and Permissons for artifacts Easy to create and edit admin menu Fully customizable screen button Translate to EN, RU, DE, FR lang Rust inventory for artifacts with fine look UI Drop artifacts on death Dynamic slots amount with perms Prohibition on the use of identical artifacts Prohibition of using artifacts with the same abilities Auto wipe players on WIPE Full customization for all kinds of abilities Artifacts have durability and can be broken Cooldown for active abilities Maximum stats for active and passive abilities Broadcasting for active and passive abilities Custom tags for lang Beautiful visual effects Patch default stack size with Harmony Artifacts Synthesis -  Synthesis table, when you can combine artifacts (free addon) Meteor Event - Artifacts drop from sky (free addon) Gather Event - Artifacts drop from special ores, that spawn throughout entire map (free addon)  ❗️ Informational and updates videos
    About plugins  V1 Release 25 passives and 5 active abilities V1.1 Balls Update v1.2 11 new passives abilities 📂 Plugin Structure
    ├── Info.txt - Commands and permissions │ ├── lang/ │ ├── en - English │ ├── ru - Russian │ ├── de - German │ └── fr - French │ ├── plugins/ │ ├── Artifacts.cs - Main plugin │ ├── ArtifactsSynthesis.cs - Synthesis table │ ├── ArtifactsMeteorEvent.cs - Meteor event │ └── ArtifactsGatherEvent.cs - Gather event │ └── data/Artifacts/ ├── Artifacts/ - Artifacts configurations ├── Players/ - Player data storage └── Prefabs/ - Custom plugin prefabs  
    🌀PASSIVE ABILITIES
    "Miner" - Increases ore gathering efficiency Start amount + ability % (ex. 1k resources, 12% value = 1120 resources) "Woodcutter" - Boosts wood amount collected Start amount + ability % (ex. 1k resources, 12% value = 1120 resources) "Picker" - Increases all resources collected from the ground Start amount + ability % (ex. 1k resources, 12% value = 1120 resources) "Butcher" - Improves harvesting from animals Start amount + ability % (ex. 1k resources, 12% value = 1120 resources) "Angler" - Increases fish catch quantity Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) Start amount X from config (ex. 2 start 2 from config = 4 finish ) "Scavenger" - Finds more scrap in loot containers Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) Start amount X from config (ex. 2 start 2 from config = 4 finish ) "Farmer" - Improves crop yield Start amount + ability % (ex. 1k resources, 12% value = 1120 resources) "HeatBane" - Reduces damage from high temperatures 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "FrostBane" - Reduces damage from freezing conditions 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "RadBane" - Decreases radiation damage 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "Fatstack" - Increases calories and hydration when eating Start amount + ability % (ex. 10 c+h, 12% value = 11 c+h) "BleedResistance" - Reduces bleeding damage 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "BeastResistant" - Decreases damage taken from animals 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "BeastSlayer" - Increases damage dealt to animals 1.0f + ability % (ex. 10 damage, 30% value = 13 damage) "ScientistResistant" - Reduces damage from scientists 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "ScientistSlayer" - Boosts damage against scientists 1.0f + ability % (ex. 10 damage, 30% value = 13 damage) "BradleySlayer" - Increases damage dealt to Bradley 1.0f + ability % (ex. 10 damage, 30% value = 13 damage) "BradleyResistant" - Reduces damage from Bradley 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "HeliSlayer" - Increases damage dealt to helicopter 1.0f + ability % (ex. 10 damage, 30% value = 13 damage) "HeliResistant" - Reduces damage from helicopter 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "LuckyShot" - Chance for critical hit damage Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) Damage X from config (ex. 20 damage 2.0 from config = 40 damage) "Feather" - Reduces damage from falling Start amount - ability % (ex. 10 damage, 30% value = 7 damage) "Vampire" - Gains health when dealing damage Damage ability % (ex. 20 damage 20% value = 20.0 0.2 = 4 heal) [Types] Scientist, Animal, Heli, Bradley "Medic" - Increases healing amount from medic tool (work with instant heal only) Start amount + (Start amount ability %) (ex. 10 heal, 50% value = 10 + (10 0.5) = 15 heal) "LuckyMiner" - Chance to get loot when finish mining ore Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) Spawn random prefab from config on Ore position "Smelter" - Processes ore during mining Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "CoalMiner" - Сonverts wood into coal during mining Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "Gunsmith" - Chance to return bullet when firing Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "Archer" - Chance to return arrow when shooting Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "Researcher" - Chance to return scrap when researching Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "Builder" - Chance to return resources when upgrading structure Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "Chef" - Cooking meat while butchering animals Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "GoldenHands" - Items take longer to break Return to item % from loose condition (ex. loose 2.0, value 50% = return 1.0 ) "SuperMiner" - Faster ore extraction Gather speed = start speed + value % * 2 (ex. 1.5(start) * 200% * 2 = 5.5(speed)) "SuperWoodcutter" - Faster tree cutting Gather speed = start speed + value % * 2 (ex. 1.5(start) * 200% * 2 = 5.5(speed)) "FireResistance" - Increased fire resistance 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "ExplosiveResistance" - Increased explosion protection 1.0f - ability % (ex. 10 damage, 30% value = 7 damage) "SiegeMan" - Increases the damage to buildings from explosives 1.0f + ability % (ex. 10 damage, 30% value = 13 damage) "LuckyRaider" - The chance of a double explosion Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%) "ExperienceRaider" - Increases the chance of detonation for satchels and beancans Successful = value % (ex. 1.0 = 100%, 0.2 = 20%, 0.01 = 1%)  
    💥ACTIVE ABILITIES
    "Collector" - Searching loot around you Work with radius around player "Pathfinder" - Searching animals around you Work with radius around player "Geologist" - Searching ores around you Work with radius around player "Ranger" - Searching scientists around you Work with radius around player "Raider" - Searching traps around you Work with radius around player "Flora" - Everything starts to grow around you Work with radius around player "Fire Ball" - Launches a fireball in front of you Damage depends on the value of the artifact Radius is taken from the config "Ore Ball" - Gather ores around you Work with radius around player "Tree Ball" - Gather tree around you Work with radius around player "Loot Ball" - Loot containers around you Work with radius around player "Killer Ball" - Launches a killerball to your target, when you attack The damage depends on the value of the artifact
    ⚡PERMISSIONS ABILITIES
    You can add permissions to artifact
    Permissions will be added when player move artifact to special container and remove when artifact will be removed from container
    📚Recommendations
    Use only unique perm for artifact
    Not use on different artifacts one perm
    Not use perm that use other plugin
    If you remove artifact with perm, then remove this perm
     
    👥GROUPS ABILITIES
    You can add groups to artifact
    Groups will be added when player move artifact to special container and remove where artifact will be removed from container
    📚Recommendations
    Use only unique perm for artifact
    Not use on different artifacts one group
    Not use group that use other plugin
    If you remove artifact with group, then remove this group
    If you need use one perm on different artifact, then create different groups and grant them with that perm
     
    🔧PLUGIN  COMMANDS
    👑Admin:
    artifact.admin - show admin menu (need be admin) artifact.give "skinId" "Player Name\SteamId" - give artifact to player (console or perm : artifacts.give) table.give "Player Name\SteamId" - give synthesis table to player (console or perm: artifactssynthesis.give) /agather.spawn "Optional: Ore Presset Name" - spawn  custom ore front of you (need be admin) (if presset empty, spawn first from config)  /ameteor.spawn "Optional: Artifact id" - spawn meteor on your position (need be admin)
    🎮Player:
    artifact.use "config ability name" - try use active ability artifact.broadcast - on/off broadcast of ability's message and effect artifact.open - open main artifact menu
    🔧PLUGIN PERMISSIONS
    artifacts.give - grant to use command artifact.give artifactssynthesis.give - grant to use command table.give artifacts.slots.default, artifacts.slots.vip, artifacts.slots.premium - set amount of slots for artifacts (may change in config)  
    🎁THREE FREE ADD-ONS

    🔮Synthesis table - сombine artifacts to create stronger ones
    ⛏️Gather event - сustom ores appear all over the map, mine them so that you can get an artifact at the end
    ☄️Meteor event - artifacts fall from the sky to the island as meteorite
     
    🧪 TEST SERVER
    Join our test server to view and experience all our unique features yourself!
    Copy the IP Address below to start playing!
     
    connect 194.147.90.147:28015  

    📡API
    JObject GetArtifact(ulong skinId) Get artifact info by skinId ["name"] string ["skinId"] ulong ["onlyOne"] bool ["condition"] float ["passives"] Dictionary<string, float> ["actives"] Dictionary<string, float> ["groups"] List<string> ["permissions"] List<string>  
    Item CreateArtifact(ulong skinId) Create artifact by skinId  
    Item GiveArtifact(BasePlayer player, ulong skinId) Create artifact by skinId and give to player  
    Item GiveArtifact(ItemContainer container, ulong skinId) Create artifact by skinId and move to container  
    BaseEntity DropArtifact(ulong skinId, Vector3 position) Create artifact by skinId and drop on position  
    float GetPlayerAbilityValue(ulong userId, string ability) Return player ability value (not count max stat)  
    bool IsItemArtifact(Item item) Return true if item is artifact, else false  
    ⚙️CONFIGS
    Main Synthesis table Gather event Meteor event
  4. More information about "Farmers Paradise (FarmPro)"

    $20.00

    Farmers Paradise (FarmPro)

    FarmPro turns regular planter boxes into a fully automated, wireless farming system.
    No pipes, no cables—just place a FarmPro barrel anywhere, and nearby planters will instantly link over the air.
    It takes care of everything for you: planting, watering, cloning, fertilizing, harvesting, and even generating special items. All of this happens virtually, with no visible devices or messy connections.
    Whether you're growing hemp, berries, potatoes, or something more exotic, FarmPro makes your farm faster, cleaner, and way more fun to manage.
     
    ⚙️ What You Can Do with FarmPro
    Plant and harvest automatically – Seeds and clones are planted into empty sockets, and ripe crops are harvested or cloned depending on your settings. Go 100% wireless – No industrial piping or power required. Planters connect wirelessly within a radius that you define. Choose between clone or harvest mode – Each planter can be switched between cloning or harvesting, and you'll see visual feedback when it's changed. Use simulated farming hardware – Sprinklers, heaters, and lights work virtually—no deployables. Craft special items – Combine specific fertilizers with plants and gene patterns to generate rare, customized items with unique names and effects. Access an in-game shop – Use a clean UI to buy FarmPro gear, fertilizers, and consumables. You can even sell items back for scrap or RP. Add NPC vendors – Spawn a FarmPro seller at the Outpost or anywhere you want, with a visible map marker and fully configurable stock. 🔥 Special Items with Real Buffs
    Grow plants using the right fertilizer and genes to generate rare items like: Ore Booster – Boosts mining yield and radiation resistance Beer of Strength – Gives cooling and comfort Recovery Balm – Increases max health and speeds up healing Energy Bloom – Makes you run and ride faster Recycler Fuel – Increases scrap yield and vision in darkness Each item is visually distinct and applies real, timed modifiers when used. 👥 Player Groups and Permissions
    You can set up multiple player tiers with different farming powers. For example: Control how many planters a player can use Adjust the wireless detection radius Set cloning and harvesting multipliers per crop Choose whether new planters start with full water Enable or disable access to the in-game shop You might have a "Default" group, and then extra perks for VIP1, VIP2, VIP3, VIP4, and Admins—each with more benefits. 💬 Useful Chat Commands
    /farmpro.give – Gives yourself a FarmPro box (permission: farmpro.give) /farmpro.menu – Opens the shop menu (only if allowed by your tier) /farmpro.spawnnpc – Spawns a vendor NPC where you're standing /farmpro.removenpc – Removes the nearest FarmPro NPC /farmpro.planters – Shows how many planters are currently on the server (admin only) /farmgive <identifier> <amount> <playerName|playerId> Parameters: <identifier>: The unique identifier for the custom item to be given. <amount>: The number of items to give. If the value is invalid or less than 1, it defaults to 1. <playerName|playerId>: The target player's display name or Steam64 ID. 🛒 Shop and Economy Integration
    FarmPro supports Scrap, Economics, and ServerRewards.
    All prices, items, and categories are fully configurable.
    Here’s the default FarmPro item setup:
    "Item Short Prefab Name": "box.wooden.large",
    "Item SkinID": 3529006189
    You can also add your own items and fertilizers to the shop.
    🔌 Plugin Compatibility
    FarmPro works great alongside:
    Ganja – Integrates with cannabis-related plants and items
    SkillTree – Grants XP and activates buffs on harvest
    Economics, ServerRewards – All fully supported
    ✅ Why Server Owners Love It
    No visible wiring or clutter
    Custom farming economy that players can grow into
    Clean, mobile-friendly UI
    Flexible configuration and permissions
    Powerful admin controls
    Fully monetizable with VIP perks and special items
     
    Start farming smarter today.
    No wires, no mess—just FarmPro.
     
    Configuration File
     
  5. More information about "Zombie Rocks"

    $8.50

    Zombie Rocks

    When running in the forest on the quest of finding some ore nodes and finally hitting the rock to get some valuable resources , there can be a zombie sleeping under the rock
    Features :
    Set configurable chance of a [Rock Zombie] spawning after a ore node is depleted (last hit) Set configurable chance of a [Ore/Wood  Zombie] spawning after a ore or wood spawn is picked up Set configurable chance of a [Tree Zombie] spawning after a tree is cut down Configurable NPC (HP, Damage scaling, spawn amount and more) Support for Kits. The NPC can drop a backpack (internal lootprofile through configuration) The npc can only spawn on the surface (no support for tunnel/cave nodes) npc has 2 starter outfits and changes weapon each time it spawns out of the box (or when assigned kit(s) is not found) Ore/Wood zombies use their Stone and Tree zombie kits Permissions :
    zombierocks.pickup  : Assign to players/groups to trigger the resource pickup mini event zombierocks.nodestone  : Assign to players/groups to trigger stone mining mini event zombierocks.nodeiron  : Assign to players/groups to trigger the   iron mining mini event zombierocks.nodesulfur  : Assign to players/groups to trigger the sulfur mining mini event zombierocks.tree: Assign to players/groups to trigger the tree cutting mini event Pickup items :
    On resource pickups only 1 npc can spawn
    Wood stones iron sulfur Commands :
    /zrinfo  : Replies plugin info and version to chat Configuration :
    To make a item spawn as a blueprint add .bp behind the shortname (for example  ammo.pistol.bp)  Probability from value 0 to 1 is the spawn chance of any item Usage of custom naming is now possible (> v1.2.4) Example of custom items like the ExtendedRecycler plugins recycler item.
    If multiple skins are added it will pick a random skin (make sure they are TOS safe) { "probability": 1.0, "shortname": "pickaxe", "name": "", "Skin list": [ 3163818649, 1962043729 ], "amountMin": 1, "amount": 1 },  
    { "Use Debug": false, "Only Trigger at Night Time": false, "Night start": 20, "Night end": 8, "Tree spawns": { "Can spawn from trees": false, "Spawn chance (1-100%)": 10.0 }, "Pickup spawns": { "Can spawn from resource pickups": false, "Spawn chance (1-100%)": 10.0 }, "Node spawns": { "Stone Nodes": { "Can spawn from stone nodes": true, "Spawn chance (1-100%)": 10.0 }, "Sulfur Nodes": { "Can spawn from sulfur nodes": true, "Spawn chance (1-100%)": 10.0 }, "Metal Nodes": { "Can spawn from metal nodes": true, "Spawn chance (1-100%)": 10.0 } }, "NPC Settings": { "Spawn Amount Nodes": 1, "Spawn Amount Pickups": 1, "Health": 250, "Max Roam Distance": 20, "Damage multiplier": 0.6, "Lifetime (minutes)": 10.0, "Use kit (clothing)": false, "Kit ID Rock Zombie": [], "Kit ID Tree Zombie": [], "Show messages": true, "NPC drop a Backpack with loot": false, "Spawn Min Amount Items": 2, "Spawn Max Amount Items": 6, "Loot Table": [ { "probability": 1.0, "shortname": "ammo.pistol", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.pistol.fire", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.rifle.explosive", "name": "", "Skin list": [ 0 ], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.rifle.hv", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.rifle.incendiary", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.shotgun", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "ammo.shotgun", "name": "", "Skin list": [], "amountMin": 128, "amount": 256 }, { "probability": 1.0, "shortname": "explosive.timed", "name": "", "Skin list": [], "amountMin": 1, "amount": 5 }, { "probability": 1.0, "shortname": "explosives", "name": "", "Skin list": [], "amountMin": 200, "amount": 200 }, { "probability": 1.0, "shortname": "pistol.m92", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "shotgun.spas12", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "pickaxe", "name": "", "Skin list": [ 3163818649, 1962043729 ], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "hatchet", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 1.0, "shortname": "can.beans", "name": "", "Skin list": [], "amountMin": 3, "amount": 5 }, { "probability": 1.0, "shortname": "can.tuna", "name": "", "Skin list": [], "amountMin": 3, "amount": 5 }, { "probability": 1.0, "shortname": "black.raspberries", "name": "", "Skin list": [], "amountMin": 3, "amount": 5 }, { "probability": 0.0, "shortname": "box.repair.bench", "name": "Recycler", "Skin list": [ 1594245394 ], "amountMin": 1, "amount": 1 }, { "probability": 0.6, "shortname": "hmlmg", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 }, { "probability": 0.6, "shortname": "supply.signal", "name": "", "Skin list": [], "amountMin": 1, "amount": 1 } ] } } Localisation  :
    English language file included to use a different language just make a new file in the language folder.
    { "Zombie_Spawn": "Braaains", "Zombie_Dropped_Backpack": "{npc} dropped his old Backpack !", "Prefix": "[<color=green>Rock Zombie</color>] : ", "infoRock": "The diffrent stone/sulfur/metal rocks can hide a Zombie that can ressurect from their rocky grave.", "infoTree": "When cutting down Trees a Zombie can ressurect from under their roots.", "infoPickup": "When picking up resources a Zombie can sneak up behind you.", "Nodes": "<<color=orange>Nodes</color>> ", "Trees": "<<color=green>Trees</color>> ", "Pickups": "<<color=orange>Pickups</color>> " } API :
    bool IsZombieRocksNpc(global::HumanNPC npc) example call  :
    object OnEntityDeath(global::HumanNPC npc, HitInfo info) { if (npc == null) return null; if (ZombieRocks.Call<bool>("IsZombieRocksNpc", npc)) { Puts($"Target : {npc} net.ID : [{npc.net.ID}] Event : ZombieRocks NPC"); } return null; }  
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