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Found 3 results

  1. Mals

    Damage Control

    Version 3.0.5

    1,443 downloads

    Damage Control lets you tune how much damage entities take on your server. Instead of a flat per-entity list, damage is now controlled by entity group, and within each group you can scale each damage type independently (Bullet, Blunt, Stab, Slash, Explosion, Fire, Bleeding, Decay, and so on). A multiplier of 1.0 is normal, below 1.0 makes the entity tougher, above 1.0 makes it more fragile, and 0 makes it immune to that damage type. On top of the group multipliers you can layer time-of-day multipliers (per in-game hour, 0–23), both globally and per category, so you can build effects like "High Noon". You can also set per-prefab overrides in the data folder for fine-grained control of individual entities. What you can control (entity groups) Players Players (real players only — bots, NPCs, zombies and scarecrows are handled separately) NPCs (matched specific-first, generic last) Excavator Scientists, Excavator Guards Tunnel Dwellers, Underwater Dwellers Bandit Camp Guards Outpost Scientists, Military Tunnel Scientists, Junkpile Scientists Zombies (core zombie agent + plugin horde members) Murderers Scarecrows Scientists (generic catch-all) Animals Bears, Polar Bears, Wolves, Boars, Chickens, Stags/Deer Sharks, Crocodiles, Snakes Big Cats (Tiger/Panther) Horses, Ridable Horses Farm Animals: Sheep, Cows, Bull, Calf, Calf male, lamb Vermin: Crabs, frog, rabbit, sea turtles, Squirrel NPC vehicles APC / Bradley Patrol Helicopter Chinook / CH47 Train Player vehicles Air Vehicles (Minicopter, Scrap Transport Heli, Attack Heli, Hot Air Balloon, plane) Land Vehicles (modular vehicles, snowmobile, bikes, sedan, siege equipment, DPV, etc.) Water Vehicles (boats, RHIB, kayak, tugboat, submarines) Buildings Tool Cupboards High External Walls/Gates Doors/Hatches Building Parts All Buildings (catch-all) Deployables Traps/Barricades, Turrets Furnaces/Campfires, Workbenches Storage/Vending/Recycler Resource Gatherers (quarry, pumpjack), Excavator All Deployables (catch-all) Loot & misc Barrels, Crates/Loot Boxes, Trash Piles, All Loot Containers SAM Sites, Supply Drops Note: Balloons, the Scrap Transport Heli and the Minicopter have some oddities in how they take damage, so expect quirks there. It can make them significantly more durable and the helicopters far less of a death trap. Unmatched entities are logged to console and tracked so you can review them with /dc missing and add a prefab override if needed. Please let me know of any gaps in coverage. Chat Commands Base command: /dc /dc list — list all entity groups /dc list <group> — list multipliers for a group /dc set <group> <damageType> <value> — set a group's multiplier for one damage type /dc sethour <category> <hour> <value> — set an hourly time multiplier /dc setprefab <prefab> <value> — set a per-prefab override /dc heli — toggle Heli Bypass /dc missing — show entities that didn't match any group (with hit counts) /dc reload — reload the configuration /dc help — show help Permissions damagecontrol.admin — allows use of the chat commands (server console and admins are also allowed). Configuration The config lives at oxide/config/DamageControl.json and is organised into sections: one <group>_Multipliers block per group, one <category>_Time_Multipliers block per time category (Global, Player, NPC, Animal, Vehicle, Bradley, Heli, Chinook, Train, Building, Other), and a Settings block: { "Settings": { "DecayDamageOverride": true, "HeliBypass": false }, "building_Multipliers": { "Bullet": 1.0, "Explosion": 0.5, "Decay": 1.0 }, "Global_Time_Multipliers": { "12": 1.5 } } Time multipliers stack: the global hourly value is multiplied by the group's category hourly value. Hours are read from in-game time when available, falling back to real server time otherwise. Per-prefab overrides go in the data file oxide/data/DamageControl_Overrides.json as a flat map of short prefab name to multiplier (also settable in-game via /dc setprefab): { "door.hinged.toptier": 0.666, "door.double.hinged.toptier": 0.666, "door.hinged.metal": 0.75, "door.double.hinged.metal": 0.75, "floor.ladder.hatch": 0.85 } Heli Bypass (HeliBypass, default off) lets Patrol Heli / CH47 damage ignore any reduction multipliers so it always lands full damage, even against entities you've made tough or immune. I personally wouldn't run this as it enables heli-raiding, but it was requested. Decay Damage Override (DecayDamageOverride, default on) protects your durability settings from accidentally making buildings decay-proof: natural decay/generic damage (no initiator) always applies at its normal rate regardless of your other multipliers. Credits Many thanks to ColonBlow for sharing his plugin code and assistance to make this happen!
    Free
  2. Version 2.0.1

    20 downloads

    Cold & heat protection. A compact HUD. Your players’ own settings. Give your players control over temperature damage without changing your server’s weather. Temperature Damage Toggle is a Rust plugin by SLDEVS that allows authorized players to enable or disable protection against cold and heat damage. It combines permission-based access with a compact in-game HUD, personal display settings and seven built-in languages. Keep temperature protection available to everyone, restrict it to specific groups, or manage individual players through administrator commands. A clear, compact temperature HUD The HUD displays a blue cold indicator or an orange heat indicator, together with the player’s temperature, protection status and a reminder of the customization command: /dthud — Position and size During normal gameplay, the HUD appears when protection is active and the player reaches the configured cold or heat thresholds. Only one card is displayed at a time, depending on the current conditions. The compact design uses native Rust CUI elements, so ImageLibrary and external icon downloads are not required for this HUD style. Personal HUD settings, directly in game Players can open /dthud to adjust their own HUD without affecting anyone else. The editor provides nine position presets, directional buttons for precise movement, an adjustable movement step and size controls. The default size range is 70% to 160%. Cold and heat previews let players check their layout without changing the weather or their actual protection. Save applies the selected layout, Cancel discards unsaved adjustments, and Reset restores the server’s default layout. Position and size preferences are saved per player and retained across sessions. Movement is handled through the editor’s buttons—not drag-and-drop. Seven built-in languages English, French, Spanish, German, Italian, Brazilian Portuguese and Russian. Translations cover the HUD, customization menu, help messages and player-facing command responses. Players can select their language from the editor or through a command. Automatic mode follows the player language known to Oxide, with a configurable fallback. A player’s language selection applies to this plugin without changing the language of other plugins. Server configuration and administrator control Configure access through permissions and decide whether eligible players receive protection automatically or enable it themselves. Server settings include HUD appearance and default placement, cold and heat display thresholds, refresh interval, player customization, language settings and protection persistence. Administrators can also enable or disable protection for an individual player. Protection preferences can be retained between sessions when persistence is enabled. Player commands Default command names are shown below. CommandAction /dtToggle temperature protection. /dt on / /dt offEnable or disable protection. /dt statusCheck the current protection status. /dt helpDisplay command help. /dthudOpen the HUD customization menu. /dthud size 120Set the HUD size to 120%. /dthud position 90 20Set the HUD position using X/Y percentages. /dthud lang enSelect English. /dthud lang autoUse automatic language selection. /dthud resetRestore the default HUD layout. /dthud offClose the editor or preview without disabling protection. Preview commands: /dthud cold and /dthud heat. Language codes: en, fr, es, de, it, pt-BR, ru. Permissions PermissionAccess temperaturedamagetoggle.useUse personal temperature protection and HUD features. temperaturedamagetoggle.admin Access administrator controls and HUD features. Administrators can manage another player with: /dt <player name or SteamID> on /dt <player name or SteamID> off The target player still needs the use permission for protection to take effect. Temperature protection—not general invulnerability The plugin controls temperature damage; it does not change the weather or the player’s actual temperature. Other damage types, such as bullets and explosions, are not removed by its protection. By default, heat damage from an identified external source is not blocked. Server owners can change this behavior through the dedicated BlockHeatFromSources setting.
    $1.99
  3. MON@H

    PunishAttacker

    Version 1.8.9

    169 downloads

    Tired of someone shooting into your players face on your PVE server? While it deal no damage it may lead to fps loss and be really annoying. This plugin will help you to punish them. The main idea of the plugin is to punish a player attacking another. There is variety of options in config file. You need to decide what exactly you want to do with attackers to punish them. Plugin will count every hit attacker made to another player. More hits - heavier punishment, because hits counter serves as multiplier. There are 4 thresholds by number of hits attacker made: The number of hits allowed without punishment The number of hits before death is used as a punishment The number of hits before kick is used as a punishment The number of hits before ban is used as a punishment Start with setting a number of hits you may allow do deal without punishment. Notifications to stop attacking players still appear (if enabled in config). Then set initial percentage of damage that attacker will get back. For example, by default it set to 0.5, so if attacker hits another player and dealt 30 hp damage he will get 50% back = -15 hp. Additionally ServerRewards RP will be discounted (if enabled in config) by formula: Initial server reward RP amount * The number of hits attacker made. After reaching death as punishment threshold punishment include death. After reaching kick as punishment threshold punishment include kick (if enabled in config) and additionally ZLevelsRemastered levels skills amount may also be taken (if enabled in config). After reaching ban as punishment threshold punishment include ban (if enabled in config). There are 2 ways to inflict damage on an attacker - using the slap plugin (if activated in config and loaded) or simply by taking away health. Here is an example of how this plugin works with default thresholds values (5, 10, 15) and Initial percentage damage (0.5) with 50 hp damage dealt by each shot. So by default, first threshold is 5 hits without punishment. Every hit attacker made he gets notification to stop attacking players. If player will continue hitting another player and reach first threshold 5 hits, on 6th hit he will get punishment: -25 hp (-50 hp, -75 hp and so on) and -100 RP (-200 RP, -300 RP and so on). If player will continue hitting another player and reach second threshold 10 hits, on 10th hit and every hit afterwards he will get punishment: death. If player will continue hitting another player and reach third threshold 15 hits, on 15th hit and every hit afterwards he will get punishment: kick and -10 levels skills in ZLevelsRemastered. You may also change time (5 minutes default) after which hits number will be cleared and count will start from scratch. Zone Manager support. If ZoneManager include mode is set to true, only attackers in specified zones will be punished. If set to false, only attackers outside specified zones will be punished. As a bonus, this plugin may help to solve several other problems: Protect personal growables from being damaged by other players Protect personal vehicles from being damaged by other players Prevent any fireball damage There is a problem with fireball damage in rust - you can't detect the author of this type of damage. So there is no way to know whose fireball is attacking target. This type of damage is dealt only by incendiary bullets. So to prevent players from abusing this you may want to disable incendiary bullets damage entirely. ## Permissions punishattacker.use -- give player/group this permission to activate punishment system for them punishattacker.immunity -- allows player to be ignored by punishment system ## Commands This plugin provides no commands ## Configuration Enable / disable notifications / logging Set SteamIDIcon steamid to set desired account icon in chat messages Enable / disable modes/plugins support ## Localization Out of the box plugins phrases are available on : English, Russian and Ukrainian { "Format.Prefix": "<color=#00FF00>[PunishAttacker]</color>: ", "Punishment.Damage": "Attacking other player punishment damage: <color=#FFA500>{0}</color>", "Punishment.Ban": "Banned for continuously attacking other player", "Punishment.Kick": "Kicked for continuously attacking other player", "Punishment.Kill": "<color=#FFA500>{0}</color> was attacking <color=#FFA500>{1}</color> and was punished", "Warning.First": "Stop attacking players or you will be punished!", "Warning.Second": "Stop attacking players or you will be killed!", "Warning.Third": "Stop attacking players or you will be kicked!", "Warning.Fourth": "Stop attacking players or you will be banned!" } Log file example:
    $15.00

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