Vehicle Auto Claim

Vehicle Auto Claim 1.0.0

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Hands ownership to the first player who uses or works on an unclaimed vehicle
This plugin automatically assigns ownership of any unclaimed vehicle to the first player who interacts with it. Whether they start the engine, mount it, refuel, or repair it, ownership is instantly assigned.

In Rust, a vehicle is considered owned when its OwnerID is set to a player's Steam ID. If the OwnerID is 0, the vehicle is unowned and can be claimed by anyone.

While most plugins that spawn vehicles for players will automatically assign ownership, vehicles that spawn naturally (such as those found at monuments or NPC vendors) usually have no owner set. This plugin fills that gap by allowing players to instantly claim those vehicles through normal interaction.


Permissions

  • vehicleautoclaim.claim - Allows a player to auto-claim unowned vehicles through interaction triggers (mounting, starting, repairing, etc.)

Configuration

JSON:
{
  "Version": "1.0.0",
  "Claim On Engine Start": true,
  "Claim On First Mount": true,
  "Claim On Repair Or Refuel": true,
  "Disallow In Others' TC Range": true
}
  • Claim On Engine Start - Automatically claims the vehicle when a player starts its engine.
  • Claim On First Mount - Automatically claims the vehicle when a player mounts it for the first time.
  • Claim On Repair Or Refuel - Automatically claims the vehicle when a player repairs or refuels it.
  • Disallow In Others' TC Range - Prevents claiming if the vehicle is inside another player's tool cupboard area.
Author
VisEntities
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4
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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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