No Water Sleep

No Water Sleep 1.1.0

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Kills players if they go to sleep while underwater
This plugin stops players from using water to stay safe while logged out. If they're sleeping underwater, they get killed automatically.






Permissions

  • nowatersleep.ignore - Grants immunity from being killed while sleeping underwater.

Configuration

JSON:
{
  "Delay Before Damage Seconds": 30.0,
  "Damage Amount Per Tick": 1.0,
  "Damage Interval Seconds": 1.0
}
  • Delay Before Damage Seconds - How long to wait before starting to damage a player after they log out underwater.
  • Damage Amount Per Tick - How much damage is applied every time the timer ticks once.
  • Damage Interval Seconds - How often (in seconds) damage is applied while the player is still underwater.
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Reactions: (Manky)sieve
Author
VisEntities
Downloads
9
First release
Last update

Ratings

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Also by VisEntities

Latest updates

  1. 1.1.0

    Replaced instant underwater kills with a delayed drown damage mechanic. When players disconnect...
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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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