Game4Freak

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Vote and Submit Plugin Ideas

Post your ideas for plugins you'd like to see on Game4Freak, or vote on existing suggestions from the community.
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Questions and Support

Need help with a plugin or have a question? Get support from the community and find answers here.
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Discuss anything unrelated to Game4Freak.
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Commission a Plugin

If you are looking to have a plugin created just for you, you may post your request here. Your threads can only be seen by you and our staff.
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Private

Newest plugins

  • No Water Sleep
    No Water Sleep
    Kills players if they go to sleep while underwater
    • VisEntities
  • Portable Fort
    Portable Fort
    Throw a grenade to instantly spawn a full base where it lands
    • VisEntities
  • One Time Bag
    One Time Bag
    Turns sleeping bags into single-use respawn points
    • VisEntities
  • Extended Demolish
    Extended Demolish
    Lets you change how long players can demolish their own structures
    • VisEntities
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This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Make sure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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