插件介绍
允许玩家生成模块化汽车,也支持预设
This will allow:
Read more about the commands this enables in the Commands > Common presets section of the documentation.
This allows admins to use the givecar <player> <preset> command to spawn a car in front of the specified player using the specified preset. This can be done as many times as you want.
When a modular car is spawned, it will be at full health. Additionally, depending on your granted permissions and personal settings:
主要用途
主要用于娱乐玩法、car、vehicle、modular等服务端功能。 本插件由 WhiteThunder 发布,当前目录记录版本为 v5.3.0,uMod 累计下载 24,679 次。
适用场景
- 希望改善玩家交互与日常体验的社区服务器
功能分类
查看 uMod 官方英文简介
Allows players to spawn modular cars, also supports presets
权限节点
The following permissions control the maximum number of module sockets the player is allowed to have on their car. If none of these are granted, the player cannot spawn a car, even from a preset.
spawnmodularcar.spawn.2Allows spawning a car with 2 sockets.
spawnmodularcar.spawn.3Allows spawning a car with 2-3 sockets.
spawnmodularcar.spawn.4Allows spawning a car with 2-4 sockets.
Granting the following permissions will cause the player's car to automatically spawn with engine parts of the corresponding quality in each engine module. If none of these are granted, the car spawns without any engine parts, so it cannot be driven until a player adds them.
spawnmodularcar.engineparts.tier1Spawn your car with low quality engine parts.
spawnmodularcar.engineparts.tier2Spawn your car with medium quality engine parts.
spawnmodularcar.engineparts.tier3Spawn your car with high quality engine parts.
Presets:
spawnmodularcar.presetsAllows you to spawn your car from a personal preset. Also enables the save, update, rename and delete preset commands.
spawnmodularcar.presets.loadRequired to use mycar load <preset> and mycar common load <preset>.
spawnmodularcar.presets.commonRequired to use mycar common <preset> and mycar common load <preset>.
spawnmodularcar.presets.common.manageRequired to manage common presets.
spawnmodularcar.givecarRequired to use the givecar command.
Misc:
spawnmodularcar.fixRequired to use mycar fix.
spawnmodularcar.fetchRequired to use mycar fetch.
spawnmodularcar.despawnRequired to use mycar destroy.
spawnmodularcar.autofuelFuels your car automatically.
spawnmodularcar.autocodelockRequired to use the automatic code lock feature (i.e., mycar autocodelock).
spawnmodularcar.autokeylockRequired to use the automatic key lock feature (i.e., mycar autokeylock).
spawnmodularcar.autofilltankers - Required to use automatic filling of tanker modules (i.e. mycar autofilltankers).
spawnmodularcar.autostartengineStart your car's engine instantly.
授权示例:oxide.grant user 玩家名 权限节点;撤销使用 oxide.revoke。
指令说明
mycarSpawn a modular car using your "default" preset if saved, else spawn a random car with the maximum number of allowed sockets based on your permissions.
mycar <2|3|4> -- Spawn a random modular car with the specified number of sockets.
mycar <name>Spawn a modular car from the specified personal preset. See the personal presets section for more details.
mycar common <name>Spawn a modular car from a common preset managed by privileged adminstrators. See the common presets section for more details.
givecar <player> <preset>Spawn a car for the target player using the specified server-wide preset. See the server presets configuration section for details.
When a modular car is spawned, it will be at full health. Additionally, depending on your granted permissions and personal settings:
It may be fueled (amount is configurable).
It may automatically have a code lock, via the Vehicle Deployed Locks plugin.
It may automatically have a key lock, via the Vehicle Deployed Locks plugin.
All tanker modules may be automatically filled with fresh water (amount is configurable).
All engine modules may be automatically filled with your highest allowed quality of engine parts.
mycar fixFix your car. This restores it to original condition as though you had just spawned it, with the exception that it will not add or remove a lock, regardless of your AutoCodeLock or AutoKeyLock setting. Engine parts will also be repaired. If you were granted any of the spawnmodularcar.engineparts.* permissions, missing engine parts are added, and lower quality parts are replaced with the maximum quality you are allowed.
mycar fetchTeleport your car to you in an upright position.
mycar destroyDestroy your car, allowing you to spawn a new one.Non-empty storage modules will drop a bag with their items next to where the car was located.If the car's engine modules contained parts that are of higher quality than are allowed by your spawnmodularcar.engineparts.* permissions, those will be added to your inventory if there is space, else dropped to the ground in front of you.
mycar helpPrint a list of available commands and their usage. Only shows commands allowed by your permissions.
Non-empty storage modules will drop a bag with their items next to where the car was located.
If the car's engine modules contained parts that are of higher quality than are allowed by your spawnmodularcar.engineparts.* permissions, those will be added to your inventory if there is space, else dropped to the ground in front of you.
Players with the spawnmodularcar.presets permission can save custom module configurations, allowing them to spawn their car or change their car in-place with a saved preset.
mycar listList your saved module configuration presets.
mycar save <name>Save your car's current module configuration under the specified preset name.
mycar update <name>Overwrite an existing preset with your car's current module configuration.
mycar load <name>Load the specified preset (partial name matching supported) onto your existing car, replacing any modules that don't match the preset. Loading a preset is not allowed if your current car is occupied or if it has a different number of sockets than the preset.The car will be fixed according to the same rules as mycar fix.The car's locks will be removed if the car no longer has at least one cockpit module.Non-empty storage modules that were replaced will drop a bag with their items next to the car.Any engine parts of higher quality than are allowed by your spawnmodularcar.engineparts.* permissions will be redistributed throughout the engine modules in the loaded preset, with the highest quality parts towards the front-most engine modules. If any engine parts are left over, those will be added to your inventory if there is space, else dropped to the ground in front of you.
mycar rename <name> <new name>Rename a preset.
mycar delete <name>Delete the specified preset.
The car will be fixed according to the same rules as mycar fix.
The car's locks will be removed if the car no longer has at least one cockpit module.
Non-empty storage modules that were replaced will drop a bag with their items next to the car.
Any engine parts of higher quality than are allowed by your spawnmodularcar.engineparts.* permissions will be redistributed throughout the engine modules in the loaded preset, with the highest quality parts towards the front-most engine modules. If any engine parts are left over, those will be added to your inventory if there is space, else dropped to the ground in front of you.
Note: The save, update, load and delete commands will use the "default" preset if the preset name is not specified.
Players with the spawnmodularcar.presets.common.manage permission can optionally save their cars as common presets for the rest of the server to use. Any player with the spawnmodularcar.presets.common permission can list common presets and spawn a car from a common preset, as long as the player's spawnmodularcar.spawn.* permission allows for the number of sockets in the preset.
mycar common listList all common presets that you have permission to spawn, based on your spawnmodularcar.spawn.* permission.
mycar common load <name>Load the specified common preset onto your existing car. See the personal preset section for details on how loading works.
mycar common save <name>Save your car's current module configuration under the specified common preset name.
mycar common update <name>Overwrite an existing common preset with your car's current module configuration.
mycar common rename <name> <new name>Rename a common preset.
mycar common delete <name>Delete the specified common preset.
mycar autocodelockToggle AutoCodeLock. While ON, spawning your car will automatically create a code lock and add it to the front-most cockpit module if it has one. Requires spawnmodularcar.autocodelock permission.
mycar autokeylockToggle AutoKeyLock. While ON, spawning your car will automatically create a key lock and add a matching key to your inventory, as long as the car has at least one cockpit module. Requires spawnmodularcar.autokeylock permission.
mycar autofilltankersToggle AutoFillTankers. While ON, spawning your car, fixing it, or loading a preset will automatically fill any tanker modules to allowed capacity (configurable) with fresh water, replacing any salt water already in them. Requires spawnmodularcar.autofilltankers permission.
相关依赖
- Monument Finder
- Vehicle Deployed Locks
- Bomb Trucks
配置说明
{ "CanSpawnWhileBuildingBlocked": false, "CanFetchWhileBuildingBlocked": false, "CanFetchWhileOccupied": false, "CanDespawnWhileOccupied": false, "DismountPlayersOnFetch": true, "FuelAmount": 500, "FreshWaterAmount": -1, "MaxPresetsPerPlayer": 10, "EnableEffects": true, "DisallowedMonuments": [], "Cooldowns": { "SpawnCarSeconds": 3600, "FetchCarSeconds": 600, "LoadPresetSeconds": 3600, "FixCarSeconds": 3600 }, "Presets": [] }
CanSpawnWhileBuildingBlocked (true or false) -- Whether to allow players to spawn their car while they are building blocked.
CanFetchWhileBuildingBlocked (true or false) -- Whether to allow players to fetch their car while they are building blocked.
CanFetchWhileOccupied (true or false) -- Whether to allow players to fetch their car while it's occupied. If true, fetchinig a car will safely eject players from seating and flatbed modules if DismountPlayersOnFetch is true, else those players will be teleported with the car.
CanDespawnWhileOccupied (true or false) -- Whether to allow players to use mycar destroy while their car is occupied. If true, despawning a car will safely eject players from seating and flatbed modules.
DismountPlayersOnFetch (true or false) -- Whether to dismount all players from a car when it is fetched. Has no effect unless CanFetchWhileOccupied is also true.
FuelAmountThe amount of low grade fuel to add to the fuel tank when spawning. Only applies if the player has the spawnmodularcar.autofuel permission. When fixing the car or loading a preset, only the amount missing will be added to reach this minimum target value. Defaults to -1 which represents maximum stack size.
FreshWaterAmountThe amount of fresh water to add to each of the car's tanker modules when spawning. Only applies if the player has the spawnmodularcar.autofilltankers permission and has the AutoFillTankers setting on. Defaults to -1 which represents maximum stack size. Note: If for some reason the car has multiple tankers (i.e., no other modules), this amount will be added to each one.
MaxPresetsPerPlayerThe maximum number of module configuration presets each player is allowed to save.
EnableEffects (true or false) -- Enable audio and visual effects when spawning a car from a preset, using mycar fix or mycar load.
DisallowedMonumentsList of monument short names where cars cannot be spawned or fetched. For example, ["powerplant", "trainyard"]. These do not have to be exact matches, so ["oilrig"] will apply to both "oilrig_1" and "oilrig_2". Requires the Monument Finder plugin to be installed. See the Monument Finder documentation for how to determine monument short names.
CooldownsVarious cooldowns for balancing.
Server presets must be manually defined in the plugin's configuration file. A car can be spawned for a player using a server preset with the givecar <player> <preset> command. Cars spawned this way will use the settings that are provided in the preset, instead of using the general plugin configuration, player permissions and player settings. These cars do not count towards the player limit of one car, nor can they be spawned or interacted with using mycar.
Here is an example list of presets to get you started.
"Presets": [ { "Name": "LongChassis", "Options": { "Modules": [0, 0, 0, 0] } }, { "Name": "TourBus", "Options": { "Modules": [ "vehicle.1mod.cockpit.with.engine", "vehicle.2mod.passengers", "vehicle.1mod.rear.seats" ], "EnginePartsTier": 2, "FuelAmount": 100, "CodeLock": true } }, { "Name": "ArmoredCar", "Options": { "Modules": [ "vehicle.1mod.engine", "vehicle.1mod.cockpit.armored", "vehicle.1mod.cockpit.armored" ], "EnginePartsTier": 3, "FuelAmount": 500, "KeyLock": true } }, { "Name": "DoubleTanker", "Options": { "Modules": [ "vehicle.2mod.fuel.tank", "vehicle.2mod.fuel.tank" ], "FreshWaterAmount": 50000 } } ],
Here are all of the available options you can define per preset. The only required option is Modules. The rest default to 0 or false.
ModulesList of module item ids or short names that will be added to the car automatically. The number 0 represents an empty socket. Item names and ids can be found on the uMod item list page.Previously this field was named ModuleIDs. That name still works for backwards compatibility but it only accepts ids.
CodeLock (true or false) -- Whether to deploy a code lock to the car.
KeyLock (true or false) -- Whether to create a key lock and add a matching key to the player's inventory.
EnginePartsTier (0 - 3) -- The quality of engine parts to automatically add to all engine modules (0 for no engine parts).
FuelAmountThe amount of fuel to put in the fuel tank (-1 for max).
FreshWaterAmountThe amount of fresh water to add to each tanker module if applicable (-1 for max).
Previously this field was named ModuleIDs. That name still works for backwards compatibility but it only accepts ids.
官方配置示例
{
"CanSpawnWhileBuildingBlocked": false,
"CanFetchWhileBuildingBlocked": false,
"CanFetchWhileOccupied": false,
"CanDespawnWhileOccupied": false,
"DismountPlayersOnFetch": true,
"FuelAmount": 500,
"FreshWaterAmount": -1,
"MaxPresetsPerPlayer": 10,
"EnableEffects": true,
"DisallowedMonuments": [],
"Cooldowns": {
"SpawnCarSeconds": 3600,
"FetchCarSeconds": 600,
"LoadPresetSeconds": 3600,
"FixCarSeconds": 3600
},
"Presets": []
}"Presets": [
{
"Name": "LongChassis",
"Options": {
"Modules": [0, 0, 0, 0]
}
},
{
"Name": "TourBus",
"Options": {
"Modules": [
"vehicle.1mod.cockpit.with.engine",
"vehicle.2mod.passengers",
"vehicle.1mod.rear.seats"
],
"EnginePartsTier": 2,
"FuelAmount": 100,
"CodeLock": true
}
},
{
"Name": "ArmoredCar",
"Options": {
"Modules": [
"vehicle.1mod.engine",
"vehicle.1mod.cockpit.armored",
"vehicle.1mod.cockpit.armored"
],
"EnginePartsTier": 3,
"FuelAmount": 500,
"KeyLock": true
}
},
{
"Name": "DoubleTanker",
"Options": {
"Modules": [
"vehicle.2mod.fuel.tank",
"vehicle.2mod.fuel.tank"
],
"FreshWaterAmount": 50000
}
}
],更新日志
本站记录 uMod 官方插件信息。完整的历史更新日志请参阅 uMod 官方页面。
安装方法
- 确认服务器已安装 Oxide / uMod 或兼容的 Carbon 框架。
- 登录本站后点击"下载",由 uMod 官方地址获取作者发布的文件。
- 将 .cs 文件放入服务器的
oxide/plugins目录。 - 观察服务端控制台,确认插件编译并成功加载。
- 具体配置、权限、指令和依赖请查看原作者的 uMod 页面。
使用前注意
- Rust 更新后,请先确认插件是否仍兼容当前服务端版本。
- 修改配置前建议备份原配置文件,并在测试服验证后再部署到正式服。
- 若插件依赖其他扩展或库,以 uMod 原作者页面的最新说明为准。
- 本站中文内容用于辅助理解,遇到版本差异时以官方英文文档和源码为准。
中文介绍由 uMod 官方简介翻译整理。插件著作权、许可证、完整文档和最新发布状态均以原作者及 uMod 官方页面为准。