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  1. More information about "Zombie Horde Event"

    $20.00

    Zombie Horde Event

    The event is started automatically or by console command. A chinook crate spawns in a random position on a road on the map and is guarded by Zombies. The event is made difficult by the fact that you can only damaged Zombies from a distance set in the config file.
    In the config file, you can set the Horde to always spawn to the same custo spawn position.
    Console command:
    - hordestart
    - hordestop
    Hook:
    void OnZombieHordeEventStart()
    void OnZombieHordeEventStop()
    Contact:
    Discord: https://discord.gg/C5CehdJMdK  
    Test Rust server: 213.181.206.21:27194  
    Video:
     
    Config:
    { "Version": { "Major": 1, "Minor": 0, "Patch": 0 }, "Automatic event start": true, "Minimum time for event start": 3600.0, "Maximum time for event start": 7200.0, "Duration of the event": 2800.0, "Warning messages before event start": 300.0, "Warning messages before event end": 300.0, "Spawn the event at a custom spawn point?": false, "Custom spawn position:": "(0, 0, 0)", "Chat icon": 0, "Number of zombies in the horde": 20, "The distance of the Zombies' damage": 50.0, "Zombies setting": { "Name": "Zombie", "Health": 150.0, "Wear items": [ { "ShortName": "frankensteins.monster.01.head", "SkinID (0 - default)": 0 }, { "ShortName": "frankensteins.monster.01.legs", "SkinID (0 - default)": 0 }, { "ShortName": "frankensteins.monster.01.torso", "SkinID (0 - default)": 0 } ], "Use custom loot?": false, "CustomLoot": { "Minimum items": 1, "Maximum items": 1, "Use minimum - maxium?": false, "List of items": [ { "ShortName": "halloween.lootbag.small", "Minimum": 3, "Maximum": 6, "Chance": 100.0, "Give blueprint?": false, "SkinID": 0, "Displayname": "" } ] } }, "Locked crate hack time": 120.0, "Use only custom loot?": false, "The loot in the locked crate": { "Minimum items": 1, "Maximum items": 1, "Use minimum - maxium?": false, "List of items": [ { "ShortName": "xmas.present.small", "Minimum": 3, "Maximum": 6, "Chance": 100.0, "Give blueprint?": false, "SkinID": 0, "Displayname": "" } ] }, "Messages setting": { "Message before the event starts.": "<color=#ff0000>Zombie Horde</color> will spawn soon", "Message before the event stop.": "<color=#ff0000>Zombie Horde</color> will end soon!!", "Start message": "<color=#ff0000>Zombie Horde</color> spawn on:", "Stop message": "<color=#ff0000>Zombie Horde</color> Event stop!!", "Map marker name": "Zombie Horde", "Map marker radius": 0.6, "Distance warning": "Zombies are too far away, get closer", "Color": { "r": 1.0, "g": 0.0, "b": 0.0 } } }  
  2. More information about "Dracula Boss Event"

    $25.00

    Dracula Boss Event

    🦇 Dracula – Ritual Boss Event (Castle Mode & Auto-Run)
    Dracula is a cinematic, multi-phase PvE boss event for Rust that brings a dark ritual to your server. Players must defeat Dracula’s guards, offer sacrifices, and survive a climactic boss fight to claim powerful rewards.
    The plugin is designed to be stable, predictable, and low-maintenance, with support for manual events, fully automated auto-run, and an optional Castle Mode for fixed, story-driven locations.
     
    🔮 How the Event Works (Player Experience)
    The Ritual Begins
    A dark presence stirs. Gravestones appear and Dracula’s guards rise to protect the ritual site. An island-wide announcement alerts players.
    Guard Phase
    Players must defeat all of Dracula’s guards to progress the ritual.
    Offering Phase
    A coffin emerges. Players must work together to deposit the required sacrifice items (configured per difficulty tier).
    The Awakening
    Once the sacrifice is complete, the coffin seals shut and Dracula awakens. Night falls, and the final battle begins.
    Victory & Rewards
    When Dracula is defeated:
    Top players are announced based on damage dealt
    Rewards are distributed automatically
    The event cleans itself up safely
     
    ⚙️ Key Features
    🧩 Multi-Phase Boss Event
    A clear, story-driven flow:
    Guards → Sacrifice → Boss
    No random behavior
    No stuck states
    Fully automated cleanup
     
    🏰 Castle Mode (Optional)
    Castle Mode allows Dracula to always awaken at a fixed location, such as a custom castle, dungeon, or arena.
    Admin sets the ritual location once by looking at a coffin
    The coffin is removed and used only as a marker
    All future events (manual or auto-run) happen at that location
    Fully persistent across restarts
    No terrain snapping or underground spawns
    Castle Mode turns Dracula into a true world boss with a permanent lair.
    ⏱ Auto-Run System
    When enabled, Dracula events can start automatically:
    Configurable time windows
    Random or restricted difficulty tiers
    Respects Castle Mode if enabled
    Never interrupts an active event
    Built-in failsafe to prevent stuck events
    Admins can let the event run hands-off or still control it manually at any time.
     
    📊 Leaderboards & Rewards
    Tracks player damage to Dracula
    Tracks guard kills
    Announces the top contributors
    Rewards:
    Final blow bonus
    Top 3 player rewards
    Participation rewards
    All rewards are configurable per difficulty tier.
     
    🧑‍💻 Commands
    All admin commands require: dracula.admin
    /dracula start <tier>
    Manually starts a Dracula event.
    Examples:
    /dracula start easy /dracula start medium /dracula start hard
    Uses Castle Mode location if enabled
    Otherwise starts at the admin’s position
    /dracula stop
    Immediately stops the current event.
    Cleans up all spawned entities
    Restores time of day
    Safe to use in any phase
    Does nothing if no event is active
    /dracula status
    Displays the current state of the plugin.
    Shows:
    Current event state
    Active tier
    Auto-Run status
    Castle Mode status
    Whether a castle anchor is set
    Grid location of the anchor (if set)
    Useful for diagnosing why an event isn’t starting.
    /dracula coffin here
    Sets the Castle Mode ritual location.
    How it works:
    Look directly at a coffin
    Run the command
    The coffin is removed
    Its position and rotation are saved
    All future events will use this location.
    /dracula coffin clear
    Clears the Castle Mode ritual location.
    Does not stop an active event
    Prevents new castle events from starting
    Allows the ritual to be moved elsewhere
    Typical workflow:
    /dracula coffin clear /go to new location /dracula coffin here
     
    🔐 Permissions
    PermissionDescription
    dracula.adminAllows use of all admin commands
     
    📦 Dependencies
    NpcSpawn (required)
    Used for spawning guards and Dracula.
    Make sure it is installed and up to date.
    🛠 Support
    For support, updates, or feedback, join the Discord:
    👉 https://rebootrust.com/market
     
  3. More information about "Resla Vehicles"

    $11.99

    Resla Vehicles

    Who say that rust vehicles can go only on fuel ? 
    With this plugin you are able to give your vehicles Resla(Tesla)/Electric Engine !
    Your vehicles can go fully on electric mode ,without needing lowgrade!

    INFO :
    With this plugin your vehicles can go normaly on electric and on fuel ...
    So if you run out of el power you can still drive normaly with low grade .
    If you have both on your vehicle , it will use first lowgrade then el power .
    You dont need to have low grade in vehicle to drive if you have el power !!

    HINTS : 
    This plugin supports all vehicles .

    Very simple plugin , just mount vehicle on driver seat and your vehicle will get electric engine .

    As soon you turn on your engine , electric power will be drained as you drive.
    When vehicle is in TC range it will recharge , as soon vehicle leave TC range it will stop charging..
    Vehicle need to be turned off to start recharging !
    If you dont have any el power or lowgrade ,vehicle will be turned off .

    Very wide config will allow you to manage lot of stuff.
    What vehicles can have electric engine .
    Charge amount , drain amount , max capacity per vehicle all can be adjusted in config..
    You can enable installing battery on vehicle (you can change positions) ,its just visualy . Battery will be placed as soon player mounts driver seat .

    There are effect/sounds in config , effect for low el power , for max charged power , for charging . All effects can be enabled/disabled and changed !
    If you have effects ,you will be able to see some sparks when vehicle is recharging , you will get sounds when its done , or when you are on low el power !
    PERMS :
    reslavehicles.use - with this perm you will be able to add electric engine to vehicle 
    reslavehicles.hudedit - with this perm you will be able to use command for moving ICON 

    COMMAND :
    /elicon   -  opens editor for moving ICON 
    ICON :
    There is HUD where you can see how much el power you have on vehicle.. (can be disabled in config)
    Icon is only visable when you are driver of vehicle .

    You can change in game position of icon where ever you like. (if you have perm)

     
    LANG FILE INCLUDED !

    Best way to explain possibilities is true config :
    CONFIG : 

      "Show Charge Capacity on mounted": true,           ///// show message with capacity when you mount vehicle
      "Show Charge Capacity on dismounted": false,     ///// show message with capacity when you dismount vehicle
      "Show Charge Refil Notify Always": false,               ///// show message with refil capacity for your vehicles , where ever you are 
      "Show Charge Refil Notify only when Mounted": true,     ///// show message with refil capacity for your vehicles , only when you are driver 
      "Notify each Refil Amount": 100.0,                  ///// if you have Always or Mounted true , each this amount you will get message
      "Warning Low Electric": 100.0,                         ///// when will send message for low el power , and sound if enabled 
      "Enable Low Electric Warning Sound": true,   ///// will you enable sound for low el power
      "Low Electric Warning Sound (effect prefab)": "assets/prefabs/locks/keypad/effects/lock.code.denied.prefab",   ///// sound for low el power
      "Enable Fully Charged Sound": true,                    ///// will you enable sound for fully charged el power
      "Fully Charged Sound (effect prefab)": "assets/prefabs/locks/keypad/effects/lock.code.updated.prefab",     ///// what sound for fully charged el power
      "Show Charge Effect (on battery)": true,              ///// if enabled you will see on batery sparks (if you enabled battery)
      "Show Charge Effect when no battery": false,     ///// if enabled you will see on vehicle sparks
      "Charging Effect (effect prefab)": "assets/prefabs/locks/keypad/effects/lock.code.shock.prefab",   ///// sparks effect 
      "Show HUD Icon": true,        ///// show HUD with el power capacity  
      "HUD Icon Default X": 606.0,    ///// HUD postion (can be changed with command)
      "HUD Icon Default Y": 84.0,      ///// HUD postion (can be changed with command)
      "Electric Vehicle List": [
        {
          "Enable this Vehicle": true,     ///// YOU CAN ADD WHAT EVER VEHICLE TO CONFIG  , if true then this vehicle can run on el power !
          "Vehicle Prefab Path": "assets/content/vehicles/minicopter/minicopter.entity.prefab",   ///// What vehicle ?
          "Vehicle Display Name": "Miny",       ///// Name what will be showed in chat 
          "Start Electric Capacity": 0.0,          ///// Start capacity , when player mounts for first time vehicle 
          "Maximum Electric Capacity": 500.0,     ///// Max Capacity of el power
          "Electric Charging per sec": 1.0,          ///// How much power vehicle will get each sec when its in TC range
          "Electric Drain per sec": 2.0,                ///// How much power vehicle will drain each sec when driving
          "Place Battery": true,                 ///// Do you wanna add batter to vehicle
          "Battery Positions": [
            {
              "X": 0.0,
              "Y": 0.75,
              "Z": -0.4,                                          ///// Position of battery ,can be changed 
              "Rotation X": -5.0,
              "Rotation Y": 180.0,
              "Rotation Z": 0.0
            }
          ]
        },
  4. More information about "MultiTool"

    $7.99

    MultiTool

    Allows you to quickly switch between available tools (configured in the config) by pressing the E key a menu will open in which the player can select the tool he needs.
    Commands:
    /give_mt - will give you the Multi Tool works only if you an admin.
    give_mt steamid in the server console will give the Multi Tool to a target player.

    You can change the Multi Tool skin in the config file.
    If you want to hide some tools or make them available only if play have permission you also can do this in the config file.
    Also you can enable unlimited resources for Building Blan used via Multi Tool.
    DEFAULT CONFIG
     
     
  5. More information about "Basements"

    $29.99

    Basements

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

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

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

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


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

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




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