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  1. More information about "Sleepies"

    $14.90

    Sleepies

    Add more activity to your server with Sleepies — random sleeping bots spawned around the map, filled with loot and unexpected surprises. Will you get easy rewards, or will the sleeper suddenly wake up and attack?
     
    Features:
    😴 Sleepers Spawn
    • Bots spawn at random locations: beaches, roads, SpawnsDatabase points or random
    • Setup loot for each sleeper — from junk to something valuable. 
    🎲 Unpredictable Scenarios
    • 🟢 Inventory opens, loot and go. 
    • 👊 The bot wakes up and fights back. 
    • 💥 Sleeper explodes on interaction. 
    • 💀 Sleeper despawns, without leaving loot. 
    • 🐻 NPCs or animals spawn around the bot. 
    • 🧨 Sleeper wakes up with C4, and chases the player until detonation. 
    • 🎨 Or other unwanted consequences - player gets knocked down, starts bleeding, gets radiation and etc.
    🎯 Bot Setup
    • Configure bot health, name, amount to spawn, loot, clothing, and appearance. 
    • Set individual probability for each scenario. 
    • Customize C4 fuse timer and damage rate.
    📺 See It in Action! Watch The Video
    📃 Configuration:
     
    { "Bots setup": [ { "Amount of bots": 1, "Spawn point (Random, Road, Beach, SpawnsDatabase)": "Random", "Spawn points filename (if SpawnsDatabase selected)": "", "Bot display name (empty for random)": "Bob", "Bot appearance (0 for random, also random if bots amount > 1)": 0, "Can be targeted by other NPCs?": false, "Despawn timer after scenario triggered": 60, "On death settings": { "Allow wounded state?": true, "Drop active item on death?": false, "Spawn a backpack with bot's items on death? (otherwise corpse will spawn)": false, "List of items that won't drop on death": [ { "Item name": "", "Item shortname": "rifle.ak", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "belt" } ] }, "Fight settings": { "Distance between bot and enemy": 3.0, "Maximum distance bot will remember target": 30.0, "Despawn when player is dead?": true }, "Scenario when bot is attacked or inventory opened": { "Bot will wake up and start fighting": { "Enabled?": true, "Chance of activation": 100 }, "Bot will explode": { "Enabled?": false, "Chance of activation": 100, "Type of explosive (C4, Satchel, F1Grenade, BeancanGrenade, Flashbang, MolotovCocktail, SmokeGrenade)": "C4", "Damage rate": 2.0 }, "Bot will suicide": { "Enabled?": false, "Chance of activation": 100 }, "Bot will wake up and follow player with C4 attached (kamikadze)": { "Enabled?": false, "Chance of activation": 100, "Detonation timer": 10 }, "Spawn NPCs around the sleeping bot": { "Enabled?": false, "Chance of activation": 100, "How many NPCs to spawn?": 3, "Distance to spawn": 5.0, "NPC items": [ { "Item name": "", "Item shortname": "shoes.boots", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "pants", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "hoodie", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "mask.bandana", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "hat.boonie", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "sunglasses", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "rifle.ak", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "belt" } ], "List of items that won't drop on death of NPC": [ { "Item name": "", "Item shortname": "rifle.ak", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "belt" } ] }, "Spawn animals around the sleeping bot": { "Enabled?": false, "Chance of activation": 100, "How many animals to spawn?": 3, "Distance to spawn": 5.0, "Animal prefab": "assets/rust.ai/agents/wolf/wolf.prefab" }, "Player will lose health": { "Enabled?": false, "Chance of activation": 100, "Damage amount": 50 }, "Player will get bleeding": { "Enabled?": false, "Chance of activation": 100, "Bleeding amount": 50 }, "Player will get radiation": { "Enabled?": false, "Chance of activation": 100, "Radiation amount": 50 }, "Player will become wounded": { "Enabled?": false, "Chance of activation": 100 } }, "Items": [ { "Item name": "", "Item shortname": "shoes.boots", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "pants", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "hoodie", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "mask.bandana", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "hat.boonie", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "sunglasses", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "wear" }, { "Item name": "", "Item shortname": "rifle.ak", "Item skin": 0, "Item amount": 1, "Destination container (belt, main, wear)": "belt" } ] } ] }  
  2. More information about "Personal NPC"

    $39.90

    Personal NPC

    Take your server experience to new level using Personal NPC companions that can fight, loot, gather, drive, fly, and assist! Whether combat, gathering resources, or traveling is on your to-do list, your bot is on hand to help out!
    Features:
    ✋ Battle-Ready AI
    • Command your bot to attack players, enemies, buildings, barrels, and more.
    • Protects you against enemies attacks.
    • Assist in combat by attacking targets that you engage with (/pnpc combat).
    • Raid using rocket/grenade launchers (addon required).

    💰 Resource Collection
    • Auto-farm of wood, metal, sulfur, and stone.
    • Pick up dropped items and collectable resources.
    • Enable auto-pickup within a 50m radius along with auto-farm.

    🧰 Smart Assistant
    • Follow you or stay in position.
    • Loot containers.
    • Recovers you while wounded.
    • Travel with you in minicopters, cars, boats, and more.
    • Can drive cars, helicopters and boats (addon required).
     
    Full Control & Personalization
     
    🎯 Bot Setup:
    • Set bot name, health, speed, and appearance.
    • Enable unlimited ammo and on map visibility.
    • Setup bot abilities: combat, looting, resource gathering, and more.
    • Setup damage rates, player interactions, and turret targeting.

    🛠️ Other Customization:
    • Adjust spawn delays, task buttons, and 3D arrow displays.
    • Personalize the GUI interface – refresh rate, position, colors, and shortcut keys.
    • Blacklist specific items from the bot’s inventory.

    Commands:
    /pnpc where (shows a location of the bot in chat) /pnpc health (shows current bot's health in chat) /pnpc follow (bot will follow you) /pnpc hover (hover over a place, for Heli AI Addon) /pnpc inventory (open inventory, if enabled "Can player open bot's inventory through '/pnpc inventory' command?' option) /pnpc farm {resource name} (bot will farm exactly this resource, no need to write a lot of /pnpc auto-farm commands to make him work) /pnpc pickup {resource name} (same as "farm" but bot will pickup resources) /pnpc auto-pickup {resource name}/enable/disable /pnpc auto-farm {resource name}/enable/disable /pnpc ignore (bot will ignore everybody who deal damage to him or the owner) /pnpc loot-all (bot will loot everything in radius) /pnpc pvp (bot will fight anybody who's in radius) /pnpc combat (bot will fight only players who attack him or owner)
    Expand with Addons!
       
    💡Enhance your bot’s features using add-ons:
    • PNPC Helicopter AI Addon
    • PNPC Car AI Addon
    • PNPC Boat AI Addon
    • PNPC Raid Addon
     
    📸 See It in Action! Watch The Video
    📃 Configuration:
    {   "Control setup": {     "Which button will assign tasks to the bot, kill/get/collect, etc. (MIDDLE_MOUSE, SECOND_MOUSE, E, RELOAD, SPRINT)": "MIDDLE_MOUSE",     "Range of the task assignment button": 25.0,     "Display 3D arrows over a target?": true,     "Arrow display duration": 2   },   "GUI customization": {     "How many seconds to update the GUI?": 6.0,     "Panel layer (Hud, Overlay, Overall, Hud.Menu, Under)": "Overlay",     "Panel position adjustment": {       "type": "RectTransform",       "anchormin": "1 1",       "anchormax": "1 1",       "offsetmin": "-170 -104",       "offsetmax": "-10 -10"     },     "1 panel color": "#7f8c8d",     "2 panel color": "#bdc3c7",     "Health bar color": "#2ecc71",     "Shortcut buttons": [       {         "Text on button": "Auto-Farm: Wood",         "Executable chat commands": [           "pnpc auto-farm wood",           "pnpc auto-farm enable"         ]       },       {         "Text on button": "Auto-Farm: Stone",         "Executable chat commands": [           "pnpc auto-farm stone",           "pnpc auto-farm enable"         ]       },       {         "Text on button": "Auto-Pickup: Wood",         "Executable chat commands": [           "pnpc auto-pickup wood",           "pnpc auto-pickup enable"         ]       },       {         "Text on button": "Auto-Pickup: Stone",         "Executable chat commands": [           "pnpc auto-pickup stone",           "pnpc auto-pickup enable"         ]       }     ]   },   "Bot settings by permission": {     "personalnpc.bot1": {       "Bot spawn delay": 300.0,       "The name of the bot to be selected through the command when spawning": "bot1",       "Bot name": "Personal bot of player %OWNER_NAME%",       "Bot appearance (0 - random)": 0,       "Maximum health": 150.0,       "Bot speed (slowest, slow, normal, fast)": "normal",       "Enable infinite ammo for the bot?": true,       "Enable display of the bot on the map? (frankenstein icon)": true,       "Start kit": [         {           "Item name": "",           "Item shortname": "shoes.boots",           "Item skin": 0,           "Item amount": 1,           "In which container to place? (belt, main, wear)": "wear"         },         {           "Item name": "",           "Item shortname": "pants",           "Item skin": 0,           "Item amount": 1,           "In which container to place? (belt, main, wear)": "wear"         },         {           "Item name": "",           "Item shortname": "hoodie",           "Item skin": 0,           "Item amount": 1,           "In which container to place? (belt, main, wear)": "wear"         },         {           "Item name": "",           "Item shortname": "mask.bandana",           "Item skin": 0,           "Item amount": 1,           "In which container to place? (belt, main, wear)": "wear"         },         {           "Item name": "",           "Item shortname": "hat.boonie",           "Item skin": 0,           "Item amount": 1,           "In which container to place? (belt, main, wear)": "wear"         },         {           "Item name": "",           "Item shortname": "sunglasses",           "Item skin": 0,           "Item amount": 1,           "In which container to place? (belt, main, wear)": "wear"         }       ],       "Functions setup": {         "Can a bot loot crates?": true,         "Can the bot mine trees and stones?": true,         "Can the bot pick up resources? (wood, sulfur and metal ore, stones)": true,         "Should the bot protect the owner?": true,         "Should the bot defend itself?": true,         "Can the bot travel by car/copter and other vehicles?": true,         "Can the bot pick up dropped items?": true,         "Recover the owner from a wounded state": {           "Can the bot recover the owner if he is in a wounded state?": true,           "Recover time": 6.0         },         "Can the bot attack other people's buildings?": true,         "Can a bot attack its owner's buildings?": false,         "Can the bot collect resources within a radius of 50 meters? (/pnpc auto-pickup)": true,         "Can the bot farm resources within a radius of 50 meters? (/pnpc auto-farm)": true       },       "Gather setup": {         "Shortname of items that can harvest trees": [           "hatchet",           "chainsaw",           "hammer.salvaged",           "stonehatchet",           "axe.salvaged"         ],         "Shortname of items that can mine stones and ore": [           "pickaxe",           "stone.pickaxe",           "hammer.salvaged",           "jackhammer",           "icepick.salvaged"         ],         "Setting up mining rates": {           "stones": 2.0,           "wood": 5.0         }       },       "Damage and interactions setup": {         "Bot damage rate": 2.0,         "Bot recive damage rate": 0.5,         "Can players damage the bot?": true,         "Can the bot damage players?": true,         "Can turrets target and kill a bot? (all turrets will not be able to damage the bot)": false,         "Prevent bot owner turrets from aiming and killing the bot? (bot owner's turrets will not be able to damage the bot)": true,         "Blacklist of objects that the bot will ignore when owner selecting a target (short prefab name)": [           "barricade.sandbags"         ]       },       "Black list of items that cannot be put into the inventory of the bot": [         "rocket.launcher"       ]     }   },   "Bot install by item": [     {       "Item name": "PersonalNPC",       "Item shortname": "furnace",       "Item skin": 2741314889,       "Bot info": {         "Bot spawn delay": 300.0,         "The name of the bot to be selected through the command when spawning": "bot1",         "Bot name": "Personal bot of player %OWNER_NAME%",         "Bot appearance (0 - random)": 0,         "Maximum health": 150.0,         "Bot speed (slowest, slow, normal, fast)": "normal",         "Enable infinite ammo for the bot?": true,         "Enable display of the bot on the map? (frankenstein icon)": true,         "Start kit": [           {             "Item name": "",             "Item shortname": "shoes.boots",             "Item skin": 0,             "Item amount": 1,             "In which container to place? (belt, main, wear)": "wear"           },           {             "Item name": "",             "Item shortname": "pants",             "Item skin": 0,             "Item amount": 1,             "In which container to place? (belt, main, wear)": "wear"           },           {             "Item name": "",             "Item shortname": "hoodie",             "Item skin": 0,             "Item amount": 1,             "In which container to place? (belt, main, wear)": "wear"           },           {             "Item name": "",             "Item shortname": "mask.bandana",             "Item skin": 0,             "Item amount": 1,             "In which container to place? (belt, main, wear)": "wear"           },           {             "Item name": "",             "Item shortname": "hat.boonie",             "Item skin": 0,             "Item amount": 1,             "In which container to place? (belt, main, wear)": "wear"           },           {             "Item name": "",             "Item shortname": "sunglasses",             "Item skin": 0,             "Item amount": 1,             "In which container to place? (belt, main, wear)": "wear"           }         ],         "Functions setup": {           "Can a bot loot crates?": true,           "Can the bot mine trees and stones?": true,           "Can the bot pick up resources? (wood, sulfur and metal ore, stones)": true,           "Should the bot protect the owner?": true,           "Should the bot defend itself?": true,           "Can the bot travel by car/copter and other vehicles?": true,           "Can the bot pick up dropped items?": true,           "Recover the owner from a wounded state": {             "Can the bot recover the owner if he is in a wounded state?": true,             "Recover time": 6.0           },           "Can the bot attack other people's buildings?": true,           "Can a bot attack its owner's buildings?": false,           "Can the bot collect resources within a radius of 50 meters? (/pnpc auto-pickup)": true,           "Can the bot farm resources within a radius of 50 meters? (/pnpc auto-farm)": true         },         "Gather setup": {           "Shortname of items that can harvest trees": [             "hatchet",             "chainsaw",             "hammer.salvaged",             "stonehatchet",             "axe.salvaged"           ],           "Shortname of items that can mine stones and ore": [             "pickaxe",             "stone.pickaxe",             "hammer.salvaged",             "jackhammer",             "icepick.salvaged"           ],           "Setting up mining rates": {             "stones": 2.0,             "wood": 5.0           }         },         "Damage and interactions setup": {           "Bot damage rate": 2.0,           "Bot recive damage rate": 0.5,           "Can players damage the bot?": true,           "Can the bot damage players?": true,           "Can turrets target and kill a bot? (all turrets will not be able to damage the bot)": false,           "Prevent bot owner turrets from aiming and killing the bot? (bot owner's turrets will not be able to damage the bot)": true,           "Blacklist of objects that the bot will ignore when owner selecting a target (short prefab name)": [             "barricade.sandbags"           ]         },         "Black list of items that cannot be put into the inventory of the bot": [           "rocket.launcher"         ]       }     }   ],   "How many seconds will the bot update the information? (affects the performance and operation of the bot)": 0.01,   "Spawn a backpack with his items when a bot dies? (otherwise his corpse will spawn)": false,   "List of prefabs that the bot can loot (useful if the bot attacks loot instead of looting it)": [     "vehicle_parts"   ] }  
  3. More information about "Advanced Status"

    $1.99

    Advanced Status

    A useful API plugin that mimics in-game status bars and allows the addition of custom ones.
    Note: AdvancedStatus does not display any bars on its own. This is done by other plugins that work with it.
    An example plugin demonstrating interaction with AdvancedStatus.
     

    The ability to specify the frequency of calculating the number of bars; The ability to specify the order of the bar; The ability to change the height of the bar; The abillity to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder(*SERVER*\oxide\data\AdvancedStatus\Images); The abillity to set own image and customize the color and transparency of the image; The abillity to set sprite instead of the image; The ability to specify custom text; The ability to customize the color, size and font of the text; No need to pass all parameters; No need to manually delete your bar when unloading your plugin.  

    advancedstatus.admin - Grants access to the chat command(by default /bar).  

    { "Chat command": "bar", "Is it worth enabling console notifications for the successful loading of local images?": false, "Interval(in seconds) for counting in-game status bars": 0.5, "Interval(in seconds) for counting Building Privileges status bars. Note: Calculating Building Privileges is resource-intensive": 1.0, "Is it worth counting Vehicle Privilege? Useful if you don't have a Tugboat or PlayerBoat": true, "Is it worth counting Entity Privilege? Useful if you don't have a Legacy Shelter": true, "Ui layer for displaying bars. For button bars, it is recommended to use the 'Hud' layer(https://umod.org/guides/rust/basic-concepts-of-gui#layers)": "Under", "Is it worth displaying bar components left to right?": true, "Vertical spacing between bars": 2, "The height of the bar by default": 26, "The background color of the bar by default": "#505F75", "The background transparency of the bar by default": 0.7, "The background material of the bar by default, leave empty to disable": "", "The image of the bar by default": "AdvancedStatus_Default", "The color of the bar image by default": "#6B7E95", "The transparency of the bar image by default": 1.0, "The outline color of the bar image by default": "#000000", "The outline transparency of the bar image by default": 1.0, "The outline distance of the bar image by default. Example '0.75 0.75'": "", "The size of the bar text by default": 12, "The color of the bar text by default": "#FFFFFF", "The transparency of the bar text by default": 1.0, "The font of the bar text by default(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "The horizontal offset of the bar text by default": 0, "The outline color of the bar text by default": "#000000", "The outline transparency of the bar text by default": 1.0, "The outline distance of the bar text by default": "", "The size of the bar subtext by default": 12, "The color of the bar subtext by default": "#FFFFFF", "The transparency of the bar subtext by default": 1.0, "The font of the bar subtext by default": "RobotoCondensed-Bold.ttf", "The outline color of the bar subtext by default": "#000000", "The outline transparency of the bar subtext by default": 1.0, "The outline distance of the bar subtext by default": "", "The color of the bar progress by default": "#89B840", "The transparency of the bar progress by default": 0.7, "The OffsetMin of the bar progress by default": "25 2.5", "The OffsetMax of the bar progress by default": "-3.5 -3.5", "Version": { "Major": 0, "Minor": 1, "Patch": 25 } }  

    EN: { "MsgDays": "d", "MsgHours": "h", "MsgMinutes": "m", "MsgSeconds": "s" } RU: { "MsgDays": "д", "MsgHours": "ч", "MsgMinutes": "м", "MsgSeconds": "я" }  

    images reload *ImageName* - Reloads the specified image from the image folder; all - Reloads all local images from the image folder. Example: /bar images reload all
    Note: To access the commands, the player must be an admin(console or owner) or have the advancedstatus.admin permission.
     

    OnAdvancedStatusLoaded: Called after the AdvancedStatus plugin is fully loaded and ready. OnPlayerGainedBuildingPrivilege: Called after the player enters their building privilege. OnPlayerLostBuildingPrivilege: Called after the player exits their building privilege.  
    void OnAdvancedStatusLoaded() { Puts("The AdvancedStatus plugin is loaded and ready to go!"); } void OnPlayerGainedBuildingPrivilege(BasePlayer player) { Puts($"{player.displayName} entered the authorized building privilege zone."); } void OnPlayerLostBuildingPrivilege(BasePlayer player) { Puts($"{player.displayName} exited the authorized building privilege zone."); }  

    [PluginReference] private Plugin AdvancedStatus; There are 15 methods:
    IsReady CreateBar UpdateContent DeleteBar DeleteCategory DeleteAllBars GetTotalClientBars GetTotalPlayerBars LoadImages LoadImage CopyImage DeleteImages DeleteImage BarExists InBuildingPrivilege  
    There are 5 types of bar:
    Default - A simple bar that displays the provided information. Does not update the value of SubText by itself; Timed - Similar to the default bar, but it automatically disappears after the specified time in the TimeStamp parameter; TimeCounter - The SubText shows the remaining time until TimeStamp. Also automatically removed upon expiration of the TimeStamp; TimeProgress - Similar to the Timed bar, but additionally features an automatically filling progress bar; TimeProgressCounter - Similar to the TimeCounter bar, but additionally features an automatically filling progress bar.  
    IsReady:
    Used to check if the AdvancedStatus plugin is loaded and ready to work.
    The IsReady method returns true if it is ready, or null if it is not.
    (bool)AdvancedStatus?.Call("IsReady");//Calling the IsReady method. If the result is not null(bool true), the plugin is ready.  
    CreateBar:
    Used to create a bar or update bar values for a player.
    To call the CreateBar method, you need to pass 2 parameters. The first one is BasePlayer or <ulong>playerID. The second one is a dictionary with the parameters you need.
    In the CreateBar method, all parameters are optional, except for two:
    Id; Plugin. Parameters not specified when creating a new bar will use the values set in the AdvancedStatus plugin's configuration file.
    Parameters not specified during bar update will retain the values they had before the update.
    Note: The plugin does not update values automatically, you need to manually send new values.
    Dictionary<string, object> parameters = new Dictionary<string, object> { { "Id", "AdvancedStatusDemo_1" }, //<string>Unique identifier for the bar in your plugin. ***This is a required field. { "BarType", "Default" }, //<string>Type of the bar. There are 4 types: Default, Timed, TimeCounter and TimeProgress. { "Plugin", "AdvancedStatusDemo" }, //<string>Name of your plugin. ***This is a required field. { "Category", "Default" }, //<string>Internal plugin category of the bar. { "Order", 10 }, //<int>The position of your bar relative to others. Order is determined by increasing values(ASC). { "Height", 26 }, //<int>The height of your bar. A standard bar is 26 pixels. { "Main_Color", "#505F75" }, //<string>HTML Hex color of the bar background. { "Main_Transparency", 0.7f }, //<float>Transparency of the bar background. { "Main_Material", "assets/content/ui/uibackgroundblur.mat" }, //<string>Material of the bar background(empty to disable). { "Image", "scrap" }, //<string>Name of the image saved in the ImageLibrary or a direct link to the image if ImageLibrary is not used. { "Image_Local", "AdvancedStatusDemo_Scrap" }, //<string>The name of the image file(without its extension) located in *SERVER*\data\AdvancedStatus\Images. Leave empty to use Image. { "Image_Sprite", "" }, //<string>Sprite image of the bar. Leave empty to use Image_Local or Image. { "Is_RawImage", true }, //<bool>Which type of image will be used? True - CuiRawImageComponent. False - CuiImageComponent. { "Image_Color", "#6B7E95" }, //<string>HTML Hex color of the bar image. { "Image_Transparency", 1.0f }, //<float>Transparency of the image. { "Text", "Scrap" }, //<string>Main text. { "Text_Size", 12 }, //<int>Size of the main text. { "Text_Color", "#FFFFFF" }, //<string>HTML Hex color of the main text. { "Text_Font", "RobotoCondensed-Bold.ttf" }, //<string>Font of the main text. { "Text_Offset_Horizontal", 0 }, //<int>Horizontal offset for the main text. { "SubText", "35" }, //<string>Sub text. { "SubText_Size", 12 }, //<int>Size of the sub text. { "SubText_Color", "#FFFFFF" }, //<string>HTML Hex color of the sub text. { "SubText_Font", "RobotoCondensed-Bold.ttf" }, //<string>Font of the sub text. { "TimeStampStart", Network.TimeEx.currentTimestamp }, //<double>Responsible for specifying the start point of the time reference and 0% for TimeProgress and TimeProgressCounter bars. Used if the bar type is Timed, TimeCounter, TimeProgress or TimeProgressCounter. { "TimeStamp", Network.TimeEx.currentTimestamp + 6 }, //<double>Specifies the end time point after which the bar will be destroyed and 100% for TimeProgress and TimeProgressCounter bars. Used if the bar type is Timed, TimeCounter, TimeProgress or TimeProgressCounter. { "TimeStampDestroy", Network.TimeEx.currentTimestamp + 3 }, //<double>If TimeStampDestroy is specified and it is less than TimeStamp, the bar will be destroyed by TimeStampDestroy. Used if the bar type is Timed, TimeCounter, TimeProgress or TimeProgressCounter. { "Progress", (float)35 / 100f }, //<float>Progress. From 0.0 to 1.0. { "Progress_Reverse", false }, //<bool>Progress reverse. A value of false means that the progress will increase. Used if the bar type is TimeProgress or TimeProgressCounter. { "Progress_Color", "#89B840" }, //<string>Progress color. { "Progress_Transparency", 1f }, //<float>Progress transparency. { "Progress_OffsetMin", "25 2.5" }, //<string>Progress OffsetMin: "*left* *bottom*". { "Progress_OffsetMax", "-3.5 -3.5" }, //<string>Progress OffsetMax: "*right* *top*". { "Command", "kit" } //<string>If the field is not empty, the bar becomes clickable, and the specified command is executed upon clicking. Note: the command must be covalence. }; AdvancedStatus?.Call("CreateBar", player.userID.Get(), parameters); //Calling the CreateBar method with the passing of BasePlayer/playerID and a dictionary containing the required parameters.  
    UpdateContent:
    Used to update only the content of an existing status bar.
    To call the UpdateContent method, you need to pass 2 parameters. The first one is BasePlayer or <ulong>playerID. The second one is a dictionary with the parameters you need.
    In the UpdateBar method, all parameters are optional, except for two:
    Id; Plugin. var parameters = new Dictionary<string, object> { { "Id", "MyID" }, //<string>Unique identifier for the bar in your plugin. ***This is a required field. { "Plugin", Name }, //<string>Name of your plugin. ***This is a required field. { "Text", "MyText" }, //<string>Main text. { "SubText", "MyText" }, //<string>Sub text. { "Progress", (float)amount / 100f }, //<float>Progress. From 0.0 to 1.0. }; AdvancedStatus?.Call("UpdateContent", player.userID.Get(), parameters); //Calling the UpdateContent method with the passing of BasePlayer/playerID and a dictionary containing the required parameters.  
    DeleteBar:
    Used to remove the bar for a player.
    There are two methods for removing a bar by ID:
    with specifying a particular player; To call this method, you need to pass 3 parameters. The first one is BasePlayer or <ulong>playerID. The second one is Id of your bar and the third one is name of your plugin. without specifying a particular player (which removes it for all players) To call this method, you need to pass 2 parameters. The first one is Id of your bar and the second one is name of your plugin. AdvancedStatus?.Call("DeleteBar", player.userID.Get(), barID, Name); //Calling the DeleteBar method with the passing of BasePlayer/playerID, ID of the bar and the name of your plugin. AdvancedStatus?.Call("DeleteBar", barID, Name); //Calling the DeleteBar method with the passing of ID of the bar and the name of your plugin. If you try to delete a bar that doesn't exist, nothing bad will happen. So feel free to delete the bar without checking its existence.
    P.S. When unloading your plugin, there is no need to manually delete bars for players, AdvancedStatus will handle it automatically.
     
    DeleteCategory:
    Used to remove all bars associated with the plugin's category.
    To call the DeleteCategory method, you need to pass 2 parameters. The first one is category and the second one is name of your plugin.
    AdvancedStatus?.Call("DeleteCategory", "Default", Name);//Calling the DeleteCategory method by passing the category and name of your plugin  
    DeleteAllBars:
    Used to remove all bars associated with the plugin.
    To call the DeleteAllBars method, you need to pass only 1 parameter. It is name of your plugin.
    AdvancedStatus?.Call("DeleteAllBars", Name);//Calling the DeleteAllBars method, passing the name of your plugin  
    GetTotalClientBars:
    Used to get the number of client bars for the player.
    To call the GetTotalClientBars method, you need to pass only 1 parameter. It is BasePlayer or <ulong>playerID.
    (int)AdvancedStatus?.Call("GetTotalClientBars", player.userID.Get());//Calling the GetTotalClientBars method, passing the name of BasePlayer/playerID  
    GetTotalPlayerBars:
    Used to get the number of active custom bars for the player.
    To call the GetTotalPlayerBars method, you need to pass only 1 parameter. It is BasePlayer or <ulong>playerID.
    (int)AdvancedStatus?.Call("GetTotalPlayerBars", player.userID.Get());//Calling the GetTotalPlayerBars method, passing the name of BasePlayer/playerID  
    LoadImages:
    Used to check if the local images specified in the list are loaded.
    If any of the images are not loaded but their files exist in the images folder, the plugin will load them.
    To call the LoadImages method, you need to pass only 2 parameters. The first one is the <List<string>>list of image's name and the second one(optional) is <bool>force, which, if set to true, will force reload the image even if it already exists.
    AdvancedStatus?.Call("LoadImages", list, false);//Calling the LoadImages method, passing a list of image names  
    LoadImage:
    Used to check if the local image is loaded.
    If the file is not loaded and exists in the images folder, the plugin will load it.
    To call the LoadImage method, you need to pass 2 parameters. The first one is the <string>image's name and the second one(optional) is <bool>force, which, if set to true, will force reload the image even if it already exists.
    AdvancedStatus?.Call("LoadImage", imgName, false);//Calling the LoadImage method, passing an image's name  
    CopyImage:
    Used to create and load a copy of an existing image.
    To call the CopyImage method, you need to pass 3 parameters. The first parameter is the <string>source image's name, the second parameter is the <string>new image's name and the third one(optional) is <bool>force, which, if set to true, will force copy and reload the image even if it already exists.
    AdvancedStatus?.Call("CopyImage", "ZoneStatus_Default", "ZoneStatus_NewZone", false);//Calling CopyImage, passing the source image name and the new image name.  
    DeleteImages:
    Used to delete a list of images and their files.
    To call the DeleteImages method, you need to pass 2 parameters. The first one is the <List<string>>list of image's name and the second one(optional) parameter is <bool>deleteFile, which, if set to true, will delete image's file too.
    AdvancedStatus?.Call("DeleteImages", list, true);//Calling DeleteImages, passing a list of image names.  
    DeleteImage:
    Used for removing the image and the image file.
    To call the DeleteImage method, you need to pass 2 parameters. The first parameter is the <string>image's name and the second one(optional) parameter is <bool>deleteFile, which, if set to true, will delete image's file too.
    AdvancedStatus?.Call("DeleteImage", "ZoneStatus_NewZone", true);//Calling DeleteImage, passing the image name.  
    BarExists:
    Used to check if the specified bar exists.
    To call the BarExists method, you need to pass 3 parameters. The first one is BasePlayer or <ulong>playerID. The second one is Id of your bar. And the third one is name of your plugin.
    (bool)AdvancedStatus?.Call("BarExists", player.userID.Get(), barID, Name);//Calling the BarExists method with the passing of BasePlayer/playerID, ID of the bar and name of your plugin.  
    InBuildingPrivilege:
    Used to check if the player has authorized building privileges.
    To call the InBuildingPrivilege method, you need to pass BasePlayer or <ulong>playerID.
    (bool)AdvancedStatus?.Call("InBuildingPrivilege", player.userID.Get());//Checking if the player has Building Privilege.  
  4. More information about "Fuel Status"

    $3.99

    Fuel Status

    The plugin displays the vehicle's fuel level in the status bar. Depends on AdvancedStatus plugin.
     

    The ability to display the vehicle's fuel level(gauge) in the status bar; The ability to notify when a low fuel level is reached; The ability to set a color for each percentage of fuel; The ability to specify mount poses for display; The ability to automatically generate language files for different languages(filled in English); The ability to specify the order of the bar; The ability to change the height of the bar; The ability to customize the color and transparency of the background; The ability to set a material for the background; The ability to switch between CuiRawImageComponent and CuiImageComponent for the image; The ability to get images from the local folder (*SERVER*\oxide\data\AdvancedStatus\Images); The ability to set own image and customize the color and transparency of the image; The ability to set sprite instead of the image; The ability to customize the color, size, font and outline of the text.  

    { "Is it worth enabling GameTips for messages?": true, "Is it worth using Notify plugins for messages instead of the vanilla UI?": false, "Specify the regular message type for notify": 0, "Specify the warning message type for notify": 1, "List of language keys for creating language files": [ "en" ], "Fuel stack size for fraction calculation. A value of 0 uses the actual stack size": 0, "Fuel indicator refresh interval in seconds": 5.0, "Notifications - The percentage(0.0 to 1.0) of fuel at which notifications will occur. A value of 0 disables this": 0.2, "Notifications - The effect that will be triggered upon a warning. Choose the effect carefully! An empty string disables the effect call": "assets/prefabs/locks/keypad/effects/lock.code.denied.prefab", "Status. Bar - Height": 26, "Status. Bar - Order": 1, "Status. Background - Color(Hex or RGBA)": "#FFFFFF", "Status. Background - Transparency": 0.15, "Status. Background - Material(empty to disable)": "", "Status. Image - Url": "https://i.ibb.co/4ZhnTpBv/Fuel-Status-Fuel.png", "Status. Image - Local(Leave empty to use Image_Url)": "FuelStatus_Fuel", "Status. Image - Sprite(Leave empty to use Image_Local or Image_Url)": "", "Status. Image - Is raw image": false, "Status. Image - Color(Hex or RGBA)": "#E2DBD6", "Status. Image - Transparency": 0.55, "Status. Image Outline - Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Status. Image Outline - Transparency": 1.0, "Status. Image Outline - Distance(Leave empty to disable). Example '0.75 0.75'": "", "Status. Text - Size": 15, "Status. Text - Color(Hex or RGBA)": "#E2DBD6", "Status. Text - Transparency": 1.0, "Status. Text - Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Status. Text - Offset Horizontal": 7, "Status. Text Outline - Color(Hex or RGBA)": "#000000", "Status. Text Outline - Transparency": 1.0, "Status. Text Outline - Distance(Leave empty to disable)": "", "Status. Progress - Transparency": 0.8, "Status. Progress - OffsetMin": "25 2.5", "Status. Progress - OffsetMax": "-3.5 -3.5", "Status. Progress - Zero Text Size": 12, "Status. Progress - Zero Text Color(Hex or RGBA)": "#F70000", "List of mount poses for displaying fuel status": [ "Driving", "HandMotorBoat", "StandDrive", "SitMinicopter_Pilot", "Sit_Workcart", "Sit_Crane", "Driving_Snowmobile", "Sit_Locomotive", "Sit_DPV", "Sit_BatteringRam", "Steering_Boat" ], "List of Gauge Indicators": [ { "MinRange": 0.0, "MaxRange": 0.2, "Color(Hex or RGBA)": "#F70000" }, { "MinRange": 0.2, "MaxRange": 0.6, "Color(Hex or RGBA)": "#F7BB00" }, { "MinRange": 0.6, "MaxRange": 1.0, "Color(Hex or RGBA)": "#B1C06E" } ], "Version": { "Major": 0, "Minor": 1, "Patch": 6 } } The values of MaxRange and MinRange set the range of values over which the color applies.
    The values for MaxRange and MinRange must be between 0.0 and 1.0 (inclusive), where 0.0 equals 0%, and 1.0 equals 100%.
    The value of MaxRange must be equal to the value of MinRange of the previous.
     

    EN: { "MsgFuelLow": "Warning: Fuel level is low!", "BarProgressZero": "Out of fuel, refill required!" } RU: { "MsgFuelLow": "Внимание: уровень топлива низкий!", "BarProgressZero": "Нет топлива!" }  
    Available mount poses(PlayerModel.MountPoses):
    public enum MountPoses { Chair = 0, Driving = 1, Horseback = 2, HeliUnarmed = 3, HeliArmed = 4, HandMotorBoat = 5, MotorBoatPassenger = 6, SitGeneric = 7, SitRaft = 8, StandDrive = 9, SitShootingGeneric = 10, SitMinicopter_Pilot = 11, SitMinicopter_Passenger = 12, ArcadeLeft = 13, ArcadeRight = 14, SitSummer_Ring = 15, SitSummer_BoogieBoard = 16, SitCarPassenger = 17, SitSummer_Chair = 18, SitRaft_NoPaddle = 19, Sit_SecretLab = 20, Sit_Workcart = 21, Sit_Cardgame = 22, Sit_Crane = 23, Sit_Snowmobile_Shooting = 24, Sit_RetroSnowmobile_Shooting = 25, Driving_Snowmobile = 26, ZiplineHold = 27, Sit_Locomotive = 28, Sit_Throne = 29, Parachute = 30, Sit_DPV = 31, Standing_Ballista = 32, Sit_BatteringRam = 33, VineSwinging = 34, Sit_Ejectorseat = 35, Sit_Beanbag = 36, Steering_Boat = 37, Standing = 128 }  
  5. More information about "NpcRaiders"

    $21.00

    NpcRaiders

    They will raid your base tell they find the tc or the time set in the config runs out or you kill all npc waves.

    Only People authorized on the tc they are going after can kill the npc and only the npc can attack them.

    You can use kits plugin from umod to kit them with clothing and guns See config example below.

    Perms are set in config per raid type.

    Permissions
    npcraiders.use - Needed to use /raidme chat command.
    npcraiders.admin - Needed to use /raidme reload chat command.
    npcraiders.nocooldown - Disable the setting of your cooldown.
    npcraiders.nocost - Disable the being charged.

    Chat Command
    /raidme - Will show raid help menu.
    /raidme buy - Will show raid buy help menu and costs.
    /raidme buy <type> - To start raid of the type.
    /raidme reload player <playerName> = Will cancel there raid event.
    /raidme reload all - Will cancel all events.
    /raidme terrain - Get Terrain name your standing on.
    /raidme loot - Generate a loot profile with all the items in your inventory

    Loot Profiles
    /raidme loot add <profileName> - Create or add more items to a profile
    /raidme loot clear <profileName> - Clear all information from a profile

    When you create a loot profile you will need to edit its datafile and set the min and max amount of items to give.. There you can change other min/max for item ammounts default is 1 to Amount when created


    Config BuyType
    ByTypes can be "Itemid" , "ServerRewards", or "Economics"
    Default is scrap "-932201673"

    Config.RewardType
    RewardType can be "Itemid" , "ServerRewards", "Economics" , or "kit"

    Config.AutoTurretDamage
    "AutoTurretDamage": 0.0 - Disable targeting the npc.
    "AutoTurretDamage": 1.0 - Full damage to the npc / Range is 0.0 to 1.0.
     
     
     
     
     

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