Air Dropped Vehicles

Air Dropped Vehicles 1.1.0

Turns supply signals into parachuting vehicle drops

This Rust plugin lets players call in vehicles like boats, minicopters, and more using supply signals. Each vehicle drops in with a parachute, with customizable descent speed and optional fuel. You can assign specific skins and custom names to each signal type. Great for giving players a way to earn or buy vehicles on their own. Also supports vehicles added by the Karuza Custom Vehicles plugin.

Permissions

  • airdroppedvehicles.use - Required to throw supply signals and trigger vehicle drops. Without this permission, the player will be refunded the signal and denied access.

Commands

  • adv.givesignal- Gives a configured supply signal to a player.
    • playerNameOrId - The target player (partial name or SteamID).
    • skinId - The skin ID of the signal to give.
    • displayName - (optional) Custom display name to apply.
    • amount - (optional) How many to give (default: 1).
This command is intended for server console or admin use only. It cannot be used by regular players. It's useful for testing or integration with shop plugins. Example:
adv.givesignal VisEntities 1942906150 "Rowboat" 2

Configuration

JSON:
{
  "Version": "1.0.0",
  "Vehicle Drops": [
    {
      "Supply Signal Skin Id": 1942898011,
      "Supply Signal Display Name": "Minicopter",
      "Vehicle Prefab Path": "assets/content/vehicles/minicopter/minicopter.entity.prefab",
      "Descent Speed": "Fast",
      "Initial Fuel Amount (if vehicle has a fuel tank)": 75,
      "Gear Set To Equip On Carrier NPC (Gear Core)": "Pilot"
    },
    {
      "Supply Signal Skin Id": 1942906150,
      "Supply Signal Display Name": "Rowboat",
      "Vehicle Prefab Path": "assets/content/vehicles/boats/rowboat/rowboat.prefab",
      "Descent Speed": "Slow",
      "Initial Fuel Amount (if vehicle has a fuel tank)": 40,
      "Gear Set To Equip On Carrier NPC (Gear Core)": "Pilot"
    },
    {
      "Supply Signal Skin Id": 1942896432,
      "Supply Signal Display Name": "Scrap Transport Helicopter",
      "Vehicle Prefab Path": "assets/content/vehicles/scrap heli carrier/scraptransporthelicopter.prefab",
      "Descent Speed": "VeryFast",
      "Initial Fuel Amount (if vehicle has a fuel tank)": 150,
      "Gear Set To Equip On Carrier NPC (Gear Core)": "Pilot"
    },
    {
      "Supply Signal Skin Id": 1942900715,
      "Supply Signal Display Name": "RHIB",
      "Vehicle Prefab Path": "assets/content/vehicles/boats/rhib/rhib.prefab",
      "Descent Speed": "Normal",
      "Initial Fuel Amount (if vehicle has a fuel tank)": 60,
      "Gear Set To Equip On Carrier NPC (Gear Core)": "Pilot"
    }
  ]
}
  • Vehicle Drops- The list of supply signal setups that define which vehicle spawns, how it falls, and how much fuel it starts with.
    • Supply Signal Skin Id - The skin ID used to identify a custom supply signal.
    • Supply Signal Display Name - Optional name that the thrown signal must match to trigger the drop.
    • Vehicle Prefab Path - The full path to the vehicle prefab you want to spawn
    • Descent Speed - How fast the parachute lowers the vehicle (VerySlow, Slow, Normal, Fast, or VeryFast)
    • Initial Fuel Amount - How much fuel the vehicle should spawn with. If the vehicle has no fuel tank, this does nothing. If the fuel tank exists, this amount of low grade fuel will be inserted automatically into the fuel container when it lands.
    • Gear Set To Equip On Carrier NPC - Optional Gear Core set name to equip on the parachute NPC carrying the vehicle. Leave empty to spawn it without gear.

Localization

JSON:
{
  "Error.DropDenied": "You are not allowed to deploy vehicle supply signals.",
  "Error.NoPermissionCommand": "You are not allowed to use this command.",
  "Error.GiveSignalUsage": "Usage: adv.givesignal <playerName|SteamID> <skinId> [\"Display Name\"] [amount]",
  "Error.GiveSignalPlayerNotFound": "No active player found matching \"{0}\".",
  "Error.GiveSignalSkinInvalid": "Invalid skin ID \"{0}\".",
  "Error.GiveSignalAmountInvalid": "Invalid amount \"{0}\". It must be a positive number.",
  "Error.GiveSignalFailedCreate": "Failed to create supply-signal item!",
  "Info.SignalAccepted": "Delivery incoming: {0}. Clear the landing zone!",
  "Info.GiveSignalSuccess": "Gave {1} supply signal(s) (skin {0}) to {2}.",
  "Info.ReceiveSignal": "You received {0} × {1} supply signal!"
}
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Author
VisEntities
License duration
Unlimited
Price
9.99 USD
First release
Last update

Ratings

0.00 star(s) 0 reviews

Also by VisEntities

Latest updates

  1. 1.1.0

    Added integration with Gear Core to equip the parachute npc with a gear set.
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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. Parameters in < > are required, while [ ] are optional.
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.
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. Ensure 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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