Vinni_TV_'s Wishlist
-
Capture The Flag
Overview
Capture The Flag is a competitive event plugin for Rust servers that transforms team-based gameplay into an intense, objective-driven experience. The plugin features randomly spawned flags that must be captured and extracted to a designated monument-based extraction zone. With full clan integration, real-time progress tracking, and customizable rewards, CTF creates high-stakes moments where every second counts and teamwork determines victory.
When a flag is successfully extracted to the capture zone and held for the required time, the carrying clan claims victory and receives substantial rewards. The dynamic capture mechanic includes contested zone penalties, ally-based capture rate bonuses, and real-time progress UI to keep players engaged throughout the event.
Preview: https://youtu.be/etyPaY0AKP0
Key Features
Flag & Extraction System: Flags spawn at random locations far from extraction zones, requiring teams to transport them across the map while defending against enemies
Monument-Based Extraction Zones: Dynamically created extraction zones at configurable Rust monuments with radius-based detection
Dynamic Capture Mechanics:
Configurable capture time requirements (default: 300 seconds) Base capture rate with bonuses for team size (up to configurable maximum) Contested zone detection - capture progress decays when enemies are present Real-time capture progress tracking and UI display Clan Integration: Full support for the Clans plugin with clan-based capture completion and win detection
Comprehensive Reward System:
Item-based rewards Economics plugin integration for currency rewards ServerRewards points distribution Multiple reward types can be enabled Visual & Audio Feedback:
Live tracking map markers for flag and extraction zone locations Visual sphere indicators for extraction zone boundaries Real-time capture progress UI with percentage and time remaining Customizable colored markers with configurable alpha and radius Gameplay Restrictions: Block specific commands (teleport, home, shop) while flag is being carried to prevent exploit usage
Admin Controls: Commands to start/stop events, retrieve monument offsets, and manage active sessions
Example Configuration
{ "Gameplay Settings": { "Use Clans Plugin": true, "Blocked Commands While Carrying Flag": [ "home", "tp", "tpr", "clanhome", "outpost", "trade", "shop" ], "Mark Flag Carrier as hostile (Prevents walking into Safe Zones)": true, "Drop Flag On Disconnect": true, "Drop Flag On Death": true, "Block Mounting While Carrying Flag": true }, "Capture Settings": { "Capture Check Interval (seconds)": 1.0, "Required Capture Time (seconds)": 300.0, "Base Capture Rate Per Second": 1.0, "Additional Rate Per Extra Team Member": 0.5, "Maximum Capture Rate Multiplier": 3.0, "Decay Rate When Contested (per second)": 2.0, "Show Progress UI": true, "Progress UI Update Interval (seconds)": 2.0 }, "Flag Settings": { "Display Name": "Capture The Flag", "Item Shortname": "twitchrivalsflag", "Skin ID": 0, "Use Custom Flag Spots": false, "Custom Flag Spots": [ { "x": 106.16, "y": 9.12, "z": -46.94 } ] }, "Extraction Zone Settings": { "Zone Radius": 25.0, "Use Custom Extraction Spots": false, "Custom Extraction Spots": [ { "x": 157.48, "y": 13.42, "z": 46.42 } ], "Allowed Monuments": [ "xlarge/launch_site_1.prefab", "medium/nuclear_missile_silo.prefab", "large/military_tunnel_1.prefab", "large/airfield_1.prefab", "small/sphere_tank.prefab", "assets/bundled/prefabs/autospawn/monument/military_bases/desert_military_base_d.prefab", "assets/bundled/prefabs/autospawn/monument/small/satellite_dish.prefab" ], "Show Zone Marker": true, "Show Visual Sphere": true, "Monument Spawn Offsets": { "xlarge/launch_site_1.prefab": { "x": 86.53, "y": 3.03, "z": 0.07 }, "medium/nuclear_missile_silo.prefab": { "x": 53.3, "y": -13.2, "z": 1.1 }, "large/military_tunnel_1.prefab": { "x": -0.5, "y": 18.35, "z": 25.0 }, "large/airfield_1.prefab": { "x": 20.0, "y": 0.5, "z": -27.5 }, "small/sphere_tank.prefab": { "x": 0.18, "y": 71.8, "z": -0.39 }, "assets/bundled/prefabs/autospawn/monument/military_bases/desert_military_base_d.prefab": { "x": -44.77, "y": 0.64, "z": 25.46 }, "assets/bundled/prefabs/autospawn/monument/small/satellite_dish.prefab": { "x": -30.53, "y": 0.15, "z": 16.04 } } }, "Marker Settings": { "Update Interval (seconds)": 5.0, "Flag Marker": { "Alpha": 0.85, "Color1": "#00FFFF", "Color2": "#0000FF", "Radius": 0.4 }, "Extraction Zone Marker": { "Alpha": 0.75, "Color1": "#00FF00", "Color2": "#FFFF00", "Radius": 0.3 } }, "Reward Settings": { "Enable Rewards": true, "Use Items": true, "Use Economics": false, "Use ServerRewards": false, "Item Rewards": [ { "Shortname": "ammo.rocket.hv", "Amount": 1, "SkinID": 0 }, { "Shortname": "explosive.timed", "Amount": 1, "SkinID": 0 }, { "Shortname": "explosive.satchel", "Amount": 1, "SkinID": 0 } ], "Economics Amount": 5000.0, "ServerRewards Points": 1000 }, "Announcement Settings": { "Message Prefix": "<color=#00FFFF>[CTF]</color>", "Global progress announcements every (percent) % (0 to disable)": 10 } } Commands
Admin Commands
/ctf start - Launch a new Capture The Flag event with random flag spawn and extraction zone /ctf stop or /ctf end - Immediately end the active event /ctf offset - Get the monument offset at your current position (useful for configuration)
Requirements
Clans Plugin (Optional) - Recommended for clan-based gameplay; plugin will say player names instead of clans if not loaded. Economics Plugin (Optional) - Required only if using economics-based rewards ServerRewards Plugin (Optional) - Required only if using ServerRewards points
Permissions
ctf.admin - Required to execute admin commands and manage events
Support & Customization
For support, feature requests, custom modifications, or help with advanced setup, feel free to contact via private message.
- #capture the flag
- #pvp
-
(and 1 more)
Tagged with:
-
Armed Deployment Event
By Code Brothers in Plugins
Bring Rust monuments to life with cinematic, high-intensity combat events. Armed Deployment dynamically delivers a Bradley APC, heavy scientists, and a hackable locked crate to any location you choose, all inserted by an immersive Chinook deployment sequence.
Watch as a Chinook approaches the target zone, descends, deploys hostile forces, and extracts — creating a truly memorable server event that feels built into the game rather than scripted. Players must eliminate all threats and destroy the Bradley APC before they can claim the locked crate and its rewards.
Features
• Spawn deployments anywhere on the map
• Cinematic Chinook delivery and extraction
• Heavy Scientists with controlled roaming
• Bradley APC with movement blocking
• Hackable Locked Crate rewards
• Dynamic deployment radius and map marker
• Server-side UI progress tracking
• Automatic cleanup and despawn timers
• Admin-controlled start and cancellation
• Automated deployments with configurable intervals
• Fully configurable values
Chat Commands (Admin Only)
/adpanel
Toggles the Armed Deployment admin UI panel
Permissions
ArmedDeployment.admin
Required to start, cancel, or automate Armed Deployments
Configuration
{ "Auto": false, "AutoMin": 60, "RandMon": true, "ManLoc": { "X": 0, "Y": 0, "Z": 0 }, "Mons": { "airfield": true, "trainyard": true, "powerplant": true, "military_tunnel": true, "launch_site": true, "water_treatment": true, "dome": true, "satellite": true, "junkyard": true, "excavator": false, "harbor": true, "arctic_base": true, "lighthouse": false, "gas_station": false, "supermarket": false, "mining_outpost": false, "sewer_branch": false, "oil_rig_small": false, "oil_rig_large": false }, "SciCnt": 12, "BradCnt": 1, "EvtRad": 150, "MaxAttempts": 10, "ChApproachH": 80, "ChApproachD": 400, "ChSpeed": 25, "ChHoverH": 15, "ChDescentH": 50, "ChExitD": 500, "MinClearH": 40, "ObstacleRad": 30, "MonSearchRad": 80 } Default values are optimized for performance and cinematic impact.
Notes
This plugin is designed to feel vanilla-friendly, cinematic, and performance-aware. It works especially well on servers that want high-risk, high-reward PvP encounters without relying on random world events.
Feedback, suggestions, and feature requests are always welcome.
Created by CodeBrothers
Check out our other work on Codefling
-
Excavator Event
By Code Brothers in Plugins
Transform the Giant Excavator monument into a high-risk, high-reward dynamic hotspot, without replacing or disrupting vanilla gameplay.
When the excavator is fueled or activated, resource-rich ore nodes spawn around the monument and hostile scientists roam the area to secure it. Players must push through NPC resistance while competing with others, naturally encouraging PvP, counter-play, and contested control of the site.
Rather than turning Excavator into a scripted event, this plugin reacts directly to existing excavator usage, making the monument feel alive, volatile, and worth fighting over.
Designed to feel fully integrated with Rust’s systems, Excavator Event automatically starts and stops with the excavator itself and cleans up when activity ends.
Features
• Automatic activation when the excavator starts
• Enhances (does not replace) vanilla excavator behavior
• Resource-rich ore node spawns (metal, sulfur, stone)
• Hostile scientist NPCs with controlled roaming
• Configurable spawn radius and density
• Periodic node respawning while active
• Clean despawn when the excavator shuts down
• Modern in-game admin control panel
• Server-wide event alerts and UI notifications
• Performance-aware spawning logic
• Fully configurable values
Chat Commands (Admin Only)
/excavator
Opens the Excavator Event control panel
Permissions
excavatorevent.admin
Required to start, stop, or configure the Excavator Event
Configuration
{ "NodeCount": 30, "NPCCount": 50, "EventRadius": 80, "MinNodeDistance": 5, "NodeRespawnTime": 300, "NodeSpawnDelay": 0.15, "NodeRiseTime": 1.5, "NPCSpawnDelay": 0.2, "NPCRiseTime": 2 } Default values are tuned for balanced risk, server performance, and rewarding gameplay.
Notes
Excavator Event is built to enhance vanilla Rust, not override it.
The monument functions exactly as expected — this plugin simply raises the tension, increases contesting, and makes excavator runs more meaningful.
Ideal for PvP-focused servers, progression-based gameplay loops, and servers looking to make monuments feel more alive without immersion-breaking mechanics.
Created by CodeBrothers
Check out our other work on Codefling
-
BotReSpawn
By Steenamaroo in Plugins
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.
-
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 🙂- #rust
- #rust plugin
- (and 6 more)