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  1. More information about "Water Event"

    $40.00

    Water Event

    A new event includes a lot of game mechanics
     

    Description
    The event starts with a warning in the chat: a submarine will soon be passed near the island.
    A submarine will appear on the water when the time is up.
    There are 4 floors in the submarine. 2 floors are over the water and 2 floors are under the water.
    It is possible to get into the submarine on absolutely any transport. There are 4 outside entrances, 4 underwater entrances, and 2 submarine entrances (added in the Underwater Update).
    There are about 50 NPCs outside the boat and two upper floors.
    There are about 120 crates of items, rooms with blue and red doors, locked crates, recyclers, workbenches in the submarine (it is possible to set up in the configuration).
    There are also 4 cameras on the submarine that you can connect to (Submarine1, Submarine2, Submarine3, Submarine4).
    The number and location of all NPCs and crates can be changed in the plugin configuration. It is also possible to change the dropdown items in them.
    It is necessary to blow up the doors on the submarine with explosives to get to the crates (it is possible to set up the amount of damage to the doors in the configuration).
    When an event appears, a marker will display on the map (configurable in the configuration file).
    It is possible to set up in the configuration the PVP zone for those who use the TruePVE plugin.
    A timer with a countdown to the Event end and the number of crates and NPCs will display for all players in the Event zone.
    The conditions for the completing event are the end of the timer or the end of the loot crates.
    The submarine will disappear at the end of the event.
    It is possible to set up an automatic event appear on the map. All timers can be set up in the configuration.
    It is possible to lower the FPS on the server due to the large number of entities during the submarine appearance or the end of the event!
     
    Dependencies  Required
    NpcSpawn  
    Dependencies (optional, not required)
    True PVE PveMode GUI Announcements Notify Discord Messages AlphaLoot CustomLoot NTeleportation Economics Server Rewards IQEconomic Kits  
    Chat commands (only for administrators)
    /waterstart - start the event
    /waterstop - end the event
    /waterpos - determining the position and rotation coordinates for changing the location of NPCs and crates.It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the submarine is read)
     
    Console commands (RCON only)
    waterstart - start the event
    waterstop - end the event
     
    Plugin Config
    en  - example of plugin configuration in English ru - example of plugin configuration in Russian  
    Hooks
    void OnWaterEventStart(HashSet<BaseEntity> entities, Vector3 position, float radius)  – called when the event starts
    void OnWaterEventEnd()  – called when the event ends
    void OnWaterEventWinner(ulong winnerId)  – called at the end of the event, where the  winnerId  is the player who did more actions to complete the event
     
    My Discord:  KpucTaJl#8923
    Join the Mad Mappers Discord  here!
    Check out more of my work  here!
    The submarine is designed by  Jtedal
  2. More information about "Metropolis"

    $32.99

    Metropolis

    🌃 Metropolis: Where Concrete Meets Carnage 
    Dive into Metropolis, a densely packed, abandoned city map where danger lurks on every street corner and the highest loot awaits the bold. This 4700-sized environment transforms the survival sandbox into an intense urban battleground, perfect for players craving high-stakes PVP and intricate exploration.
    The heart of the map is the vast Metropolis itself—an urban labyrinth heavily patrolled by two formidable Bradleys and overseen by airborne Scientists. Navigate the city's depths to find multiple puzzle rooms (2 Red, 1 Blue, 2 Green) and unlock the abundant loot scattered throughout its concrete canyons.
     
    Custom Safe Zone: New Haven Outpost
    This once-abandoned locale has been meticulously re-energized by a team of Cobalt scientists, providing the starting population with an abundance of supplies and services. This monument retains all the essential features of the original Outpost—and delivers much more:
    Striking Architecture: The central compound is now secured by large, custom glass walls, creating a visually stunning and unique aesthetic. Custom Water Features: A tranquil, custom-built lake and an elegant fountain enhance the environment. Functional water catchers are installed, providing players with a reliable source of hydration. Expanded Services: A custom Air Wolf vendor has been integrated for convenient helicopter purchases. High-Stakes Casino: An all-new, dedicated casino allows players to safely gamble their riches, adding a fun and high-risk activity to the safe zone. Ample Safe Loot: Players can safely gather a generous amount of loot scattered throughout the outpost.
      Thrills and Exploration
    Experience the map's unique flair with a custom-built, fully working rollercoaster that is plug-in controlled to spawn a vehicle for your player with the press of a button! Explore intricate infrastructure including underground train tunnels, underground roads, and custom bridges, as well as two Heli Towers offering verticality to the fight. 
     
    💧 Water Treatment & Sewer Branch Reimagined
    Welcome to the New Sewer Treatment Plant, a monument that takes the best features of both Water Treatment Plant and Sewer Branch to create one incredible, high-value loot location. This massive, abandoned facility is loaded with features and rewards.
    Cobalt's Control: Don't be fooled by the ruin; Cobalt Scientists still maintain control over the facility's sewer drains. Underground Puzzles: Navigate two new, exclusive puzzles deep within the piping, featuring a dedicated Blue and Green keycard room. Lurking Danger: Keep your guard up—a scientist or two may still be lurking in the shadows, guarding their subterranean assets.



     

     
    Map Prefabs Count: 24,493 | Map Size: 4700

    Monument List
    Custom Monuments and Prefabs
    Metropolis New Haven Outpost Murder Farm The Roller Coaster Sewage Treatment Plant 19 custom build locations Underground Train Tunnels Underground Roads Custom Bridges 2x Heli Towers Mod Room For Staff Facepunch Monuments
    Bandit Camp Missile Silo  Apartment Complex Launch Site Artic Research Stone, Hqm, & Sulfer Quarry Rad Town Power Plant Airfield Trainyard Jungle Ziggurat 2x Mining Outpost Large Harbor Small Harbor 3x Oxums gas Station 2x lighthouse Supermarket Large Barn Ranch Military Tunnel Missile Silo Ferry Terminal Giant Excavator Abandoned Cabins Large Fishing Village 2x Small Fishing Village Large Oil Rig Small Oil Rig 2x WaterWell For any Assistance or questions Please contact me on Discord @ https://discord.gg/THf6dGN8eW
    Acknowledgements
    Shoutout to Substrata for helping with making the plugin for the rollercoaster.
    Shoutout to MrLiquid and the Luffy Map Testing team for their help polishing this map.
    Shoutout to Milky for help with making the video.
  3. 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 🙂
  4. More information about "Oxide Cleaner | Keep your system clean"

    $8.99

    Oxide Cleaner | Keep your system clean

    ## 🧩 Description
    Finds **orphaned files** in `oxide/config/`, `oxide/data/`, and `oxide/lang/` based on the installed/loaded plugins and provides a sleek **in-game CUI** for selecting and deleting them.
     
     
    ## ⚙️ Features
     
    - **Matching logic (plugin detection)**
      - Reads plugin base names from `oxide/plugins` (`*.cs`) **and** from the oxide runtime (loaded plugins).
      - Base names `Admin` and `CorePlugin` are always treated as present.
     
    - **Scan areas**
      - **config:** Top-level `*.json` **and** top-level folders whose **base name** does not correspond to a plugin.
      - **data:** Top-level files (except `*.data`/`*.db`) **and** top-level folders without a plugin match.
      - **lang:** `lang/<LOCALE>/*.json` whose base name does not correspond to a plugin.
     
    - **UI (CUI)**
      - Three columns: **CONFIG**, **DATA**, **LANG** with count, file size, and checkboxes.
      - **Select All** for CONFIG/DATA, **language sections can be expanded/collapsed** for LANG.
      - Delete button shows number of selections; after deletion, automatic rescan.
     
      - **Secure deletion**
      - Deletes only within the `oxide/` root (path is validated).
      - Supports files **and** folders (recursively).
     
     
      - **Backup**
      - You have the option to decide whether you want to back up individual files..
     
    > **Note:** `*.data` and `*.db` in the **data** root are **not** listed as orphaned (are skipped). This protects runtime databases.
     
    ---
     
    ## 💬 Commands
     
    ### In-Game (Chat)
    - `/oxidecleaner` — Opens the UI (requires permission).
     
    ### Server console
    - `oxidecleaner.scan` — Shows number/size of hits.
    - `oxidecleaner.delete “<relativePath>|<relativePath>|...”`  
      Example:  
      `oxidecleaner.delete “config/Old.json|data/OldFolder|lang/en/Old.json”`  
      Deletes the specified relative paths under `oxide/`.
     
    ---
     
    ## 🔐 Permissions
    - `oxidecleaner.admin` — required for all functions (chat/UI).
     
    ---
     
    # load, run, enjoy  💖
  5. 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.

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