RUST Factions v3.5.5

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This plugin provides a fully customization Faction system that does not require being Steam Friends or any other external plugins/mods.

Admins are able to make this plugin work in many different ways.

The default data files include 4 basic Factions which can be deleted from within the game. Everything involving this plugin can be done from within the game except modifying number values in the Config File; such as level requirments for trades and rank.

The Faction Process revolves around the concept of two types of Factions known as FFA and Standard. FFA Factions do not provide any of the benefits of a standard Faction but give players a place to join if they aren't in a standard Faction. I do not believe a FFA Faction needs to be created but prior versions of this mod included a REBELS Faction which was similiar. The Standard Faction has all the features to be expected and many of which are configured within the game. These Factions have Leaders, Taxes, Trades, Ranks, Show Each-other on the Map (LustyMap Support), and participate in the Kill Limit GameMode.

This plugin now has a Faction Creation Process that walks the administrator (authlevel 1 or authlevel 2) through naming, colors, and more.

Once Factions have been created the admin can focus on what settings should be used. Each option in the Options Menu now has a description of what it does and how it affects the player experience. This is the best place to find out the nuances of this plugin and how you want to use it.

Faction Leader:

Faction Leaders can be determined through one of three methods: Rank, Time, and Admin. These settings are set within the Options Menu and you can not use more then one at a time. Setting one as True sets the others as False.

Faction Leaders By Rank: This setting makes it so which ever player has the highest rank (gained through Faction kills) becomes the Leader.

Faction Leaders By Time: This setting makes it so which ever player has the most time within the Faction becomes the Leader. During Challenges (if enabled) the leader loses Faction Time on loss.

Faction Leaders By Admin: This setting makes it so the Leader is selected by the Admin. If Revolt Challenges are enabled the challenger will become the Leader if he or she defeats the Leader.

Taxation:As the Leader you are able to impose a tax on faction members. This is done by designating a tax box from within the Leader Command Menu. You will also want to assign a tax also within the Leader Command Menu. Items that are gathered, harvested, or picked up (mineral deposits) will automatically place the "taxed" amount in the tax box designated and give the harvester the difference. For example if a player chops a tree for 50 wood and there is a 10% tax 5 wood will go in the box and 45 will go to the player. If the tax box is full the Faction Leader will receive a chat notification (if online) that the box is full. While the box is full players will not be taxed.

Rally Spawns:

Leaders can set Rally Spawns if they are enabled. Rally Spawns present a spawn button AFTER respawning to a sleeping bag, bed, or random location. This button is on a 10 seconds timer, if not used it will disappear. This allows Leaders to set an optional spawn point for during Raids or for some other reason. These spawn points are saved forever and last until the Leader changes or Deletes them. Spawns can also be set as always useable by enabling PersistentSpawns. This option makes it so the Spawn Buttons are shown in the Player Commands Menu. Spawns are automatically on a 30 minute cooldown which can be changed in the Config File.

Trade Skills:

Leaders can assign players as specific Trade Skills. If "AllowTradesByPlayer" is set to True, players can choose and change their own trade skills from within the Player Command Menu. Trade skills provide a gathering bonus to the player and level as they are used. The Trade Skills include Lumberjack (wood), Miner (Stone/Ore), Hunter (skinning), and Crafter (craft rate). There is a setting which limits the number of Trades per Faction which is by default set at 2. Changing Trades lowers the experience level of the player back to level 1. Level Requirements, Max Level, and Level Bonus is set in Config. Trade Skills are assigned via the Leader Command Menu.

Auto-Authorization:

Auto-Authorization makes it so Faction members can open any code lock or door lock created by the Leader and only the Leader. It also automatically adds Faction Members to the Turret Safe list on Turret Creation, Faction Joining, and each login to the server.

Battle Zones:Battle Zones bring a new element to the Factions system by providing an incentive for being a Faction Leader. The Leader of each Faction is able to create a Battle Zone (which has a cooldown - configurable in the Config File). There can only be one Battle Zone at any time across the entire server; so if one is open you must destroy it or wait for it to end prior to making one for your Faction. Upon creation of the Battle Zone the Leader's inventory and health are saved. He or she is then automatically given resources, a building plan, a hammer, (2) auto turrets, armored doors, and code locks. The Leader is given a grace period 10 minutes by default (BZPrepTime configurable in the Config File) to build prior to anyone else being able to join or enter the Zone. After the preparation period ends everyone on the server within a Faction that is not a Free-For-All Faction is presented a button to "Join the Battle Zone". Prior to joining each player should equip themselves for battle. Upon pressing the button the players inventory and health are saved and they are teleported just outside the Battle Zone. Players inside the zone can not kill players outside the zone and players outside the zone can not kill players inside the zone. Any attacker that enters the zone is given 2 C4 a rocket launcher and rockets. The objective is to kill the Leader. The objective for the Leader is to defeat every enemy or to survive 1 hour. Faction Members can join to help protect the Leader.

The Auto-Turrets deployed by the Leader are spawned with very low life but each time one is destroyed he or she is given a new one.

AutoTurrets and Doors/Locks can be opened by all Faction Members without knowing the code. So don't stress telling people the code.

Finally, dying results in you not being able to rejoin the Battle Zone so it is essentially Hardcore Mode. Also if you try to walk out of the zone it will kill you after a 10 second timer.

Invite/Kick Members:

If Factions by Invite are enabled the leader is able to invite and kick members from the Faction. This is done via the Leader Command Menu.

Use_FactionsInfo: true/false

Enables or Disables a timed Factions Command announcement.

FactionInfoFrequency: Number in minutes

Sets the time of the announcement. Every "x" minutes it will announce to all.

Use_RevoltChallenge: true/false

Enables a Challenge mode. Players in a faction can challenge the existing leader. This allows FF and Disables Building Protection. If the Challenger wins the Faction Leader is alter based on Leader settings selected. If the Leader wins the Challenger is removed from the Faction.

Use_FactionsByInvite: true/false

Disables the selection of a Faction via GUI unless the Faction is a FFA Type. Instead all players are factionless and must be invited to join the Faction by the Leader. Players receive an Invite which they can accept or decline.

Use_FactionBalancing: true/falseThis enables a balancing mode that requires Factions to stay within the configured variance of each other. The Balancing Limit is set with AllowedFactionDifference": default "5",

Use_FactionKillIncentives: true/falseEnables a ScoreBoard, Kill Ticker, and Kill Rewards. Rewards can be Tokens, Server Reward Points, or Economics (all set in config as well as amounts - amounts differ per kill and for the overall reward). There is a KillLimit that is set to determine when the Kill Ticker Resets. On Limit reach the entire winning Faction gets the reward.


Faction Kits:Admins can create custom Kits using the Kits plugin and have them auto-give to Faction and Non-Faction Members. Simply select the kit name when creating the Faction(All kits created will show automatically, so make your kits before your factions). There is also a StarterKit if you want to use that. KITS are only made using the Kits Plugin. If you try to enable Kits without having the Kits Plugin, Factions will unload with an error.

Admin Console Commands:faction.unassign <playername> (remove player from current faction and prompts for new one)

Player Commands:

/faction -
Displays the Faction Menu.

/fc - Sends the message to all Faction Members.

External Hooks for other plugins

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. I do this for fun so don't feel like it is necessary! I'll most likely use it for beer.. lol
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