parachute

  1. VisEntities

    One Time Parachute 1.0.0

    This plugin destroys parachutes immediately after players land, preventing them from being packed up again for another jump. [H2 id='Permissions']Permissions[/H2] onetimeparachute.ignore - Allows players to keep their parachute after landing.
  2. VisEntities

    Unarmed Parachuting 1.0.0

    This plugin stops players from holding or equipping items while parachuting. Any attempts to equip an item during the parachute descent will automatically return it to the player's inventory. [H2 id='Permissions']Permissions[/H2] unarmedparachuting.ignore - Players with this permission...
  3. VisEntities

    Gamemode Battle Royale 1.2.2

    Drop into a large, hostile arena. Gather resources, equip gear, and eliminate other players. Be the last one standing as the safe zone shrinks, forcing everyone into intense combat. [H2 id='Console+Commands']Commands[/H2] gm.br create <title> <position> <radius> [maxPlayerCapacity]- Creates a...
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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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