Supply Signal Commands

Supply Signal Commands 1.5.0

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Run commands when a supply signal is thrown
This plugin lets you run commands whenever a supply signal is thrown. Each supply signal skin can have its own unique set of commands, making every supply signal special.





Configuration

JSON:
{
  "Version": "1.4.1",
  "Supply Signals": [
    {
      "Supply Signal Display Name": "",
      "Supply Signal Skin Id": 0,
      "Should Explode": false,
      "Cooldown Seconds": 60,
      "Run Random Command": false,
      "Commands To Run": [
        {
          "Type": "Chat",
          "Command": "Hello, my name is {PlayerName} and you can find me in grid {Grid}."
        },
        {
          "Type": "Client",
          "Command": "heli.calltome"
        },
        {
          "Type": "Server",
          "Command": "inventory.giveto {PlayerId} scrap 50"
        }
      ],
      "Global Message (Sent to Everyone)": "",
      "Personal Message (Sent to Thrower)": "You triggered a special supply signal, {PlayerName}!"
    }
  ]
}
  • Supply Signal Display Name - Specifies the display name of the supply signal as seen in the item info popup, not the item short name. The item short name is always supply.signal, but the display name can be customized. The commands will only execute if the supply signal has the specified display name.
  • Supply Signal Skin Id - Customize this to a specific skin id to make the commands run exclusively for supply signals with that unique skin.
  • Should Explode - Determines if the supply signal should call in an airdrop in addition to executing the commands.
  • Cooldown Seconds - The number of seconds each player must wait afterusing this particular supply signal config before it can trigger commands again. If 0 (or negative), there is no cooldown for that signal.
  • Run Random Command - If set to true, only one command from the list will be chosen and run at random. If false, all commands will run.
  • Commands To Run- A list of commands that will be executed when the supply signal is thrown.
    • Type- The type of command to execute.
      • Chat - Sends the command as a chat message.
      • Server - Executes the command on the server.
      • Client - Runs the command directly on the player's client.
    • Command - The command string to be executed, which can include placeholders such as {playerName}, {playerId}, etc.
  • Global Message- A broadcast message shown to all players once the signal's commands have run.
    • You can leave this empty if you don't want a global broadcast.
    • Supports placeholders like {PlayerName}, {Grid}, {PositionX}, etc.
  • Personal Message- A private message shown only to the player who threw the supply signal, after its commands run.
    • You can leave this empty to skip sending a personal message.
    • Also supports the same placeholders.

Command Placeholders

You can use the following placeholders in your commands:
  • {PlayerId} - The player's id.
  • {PlayerName} - The player's name.
  • {PositionX}, {PositionY}, {PositionZ} - The player's coordinates.
  • {Grid} - The player's grid location.

Localization

JSON:
{
  "OnCooldown": "You must wait {0} before the commands on this supply signal can be triggered again!"
}
Author
VisEntities
Downloads
62
First release
Last update

Ratings

5.00 star(s) 2 reviews

Also by VisEntities

Latest updates

  1. 1.5.0

    If you throw a supply signal while you're still on cooldown, it's automatically returned to your...
  2. 1.4.0

    Each configured supply signal can now have its own cooldown, preventing repeated command...
  3. 1.3.2

    Patched for December 6th Rust update.

Latest reviews

This is an incredibly versatile plugin for server admins who want to add some chaos, fun, or unpredictability to their servers. I've set it up as a surprise airdrop. With 30 random outcomes available, this plugin gives you a ton of flexibility to design your events, but here's how I personally use it in addition to the air drop:

Good Outcomes
- Players can earn in-game currency, XP, or receive valuable items.

Bad Outcomes
This is where things get really fun and chaotic:

- Spawn a personal heli: The player suddenly becomes the target of their own helicopter!
- Random teleportation: Players can be whisked away to a completely random spot on the map
- Animal spawns: Surrounding the player with hostile animals creates unexpected challenges.
- Jail time: The player is sent to jail for a set amount of time
- "Offensive" global messages
if you are willing to experiment or learn a little more about commands, the possibilities are almost endless, one my favourites!
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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. 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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