Rocket Damage Modifier

Rocket Damage Modifier 1.0.0

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Control how much damage each rocket type does to players and buildings
This Rust plugin lets you control how much damage each type of rocket deals to players and buildings. You can either multiply the default damage or set a fixed amount. Each rocket type has its own settings, and you can choose whether changes only apply when rockets are fired by real players.



Configuration

JSON:
{
  "Version": "1.0.0",
  "Only Modify If Fired By Player": true,
  "Rockets": {
    "rocket_basic": {
      "Player Damage Override Total (-1 = use multiplier)": -1.0,
      "Player Damage Multiplier (1.0 = vanilla)": 1.0,
      "Non Player Damage Override Total (-1 = use multiplier)": -1.0,
      "Non Player Damage Multiplier (1.0 = vanilla)": 1.0
    },
    "rocket_hv": {
      "Player Damage Override Total (-1 = use multiplier)": -1.0,
      "Player Damage Multiplier (1.0 = vanilla)": 1.0,
      "Non Player Damage Override Total (-1 = use multiplier)": -1.0,
      "Non Player Damage Multiplier (1.0 = vanilla)": 1.0
    },
    "rocket_fire": {
      "Player Damage Override Total (-1 = use multiplier)": -1.0,
      "Player Damage Multiplier (1.0 = vanilla)": 1.0,
      "Non Player Damage Override Total (-1 = use multiplier)": -1.0,
      "Non Player Damage Multiplier (1.0 = vanilla)": 1.0
    }
  }
}
  • Only Modify If Fired By Player - If true, only applies damage changes when a rocket is fired by a real player (not npcs, Bradley, etc.)
  • Rockets - A dictionary of rocket short prefab names (like rocket_hv) mapped to their damage config values
Each rocket entry supports:
  • Player Damage Override Total - Sets the total damage to players; use -1 to disable and fall back to multiplier.
  • Player Damage Multiplier - Multiplies default player damage; 1.0 means no change.
  • Non Player Damage Override Total - Sets total damage to non-player entities (buildings, deployables); -1 to disable.
  • Non Player Damage Multiplier - Multiplies default non-player damage; 1.0 means no change.
Author
VisEntities
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3
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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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