Supported Games

Purpose
Allows players to enjoy an improved mid and end game PVP experience in Rust. This is a hybrid raid protection system. It is not no raid, it is not noob protect, and it is not PVE. Players can still raid, be killed, and lose their bases with Headquarters mod.
Attention Existing Admins
Version 1.0.0 is not backwards compatible with the data from previous versions. There were some fields renamed and some commands added to accomodate for the new form of the mod. Therefore its suggested to start fresh with this update. If you wish to attempt to manually modify the data file to be compatible you will need to replace in your data file "DisbandedAt" with "DismantleStartedAt", and "FounderId" to "LeaderId". Additionally I would suggest running the hq.clear-quitters command so you don't have to worry about that data. Also just in case remove the headquarters language file in the lang directory.
This all goes in line with the changes to allow a leader to quit their headquarter without affecting other members and with the addition of conquest mode. This also means the /hq.disband command for founders is no longer utilized. There is now a state called "dismantling" which is essentially the penalty period where the headquarter still exists but without protection and its members can't start or join another headquarter. A headquarter can end up in this state if it has only a leader with no other members and the leader quits, or if the headquarter is conquered.
There is a new command to show the status to players (/hq.status used to be /hq.check). This will tell them if they're in a headquarter, as well as any penalties, configurations, etc. As well as some new commands for admins (hq.remove-quitter {id} and hq.clear-quitters).
How it works
Headquarters mod allows each player to have one main headquarter base which receives added protection. All their other bases function normally without any form of protection. The headquarter's protection starts out at 100% damage reduction, however, this protection decreases gradually as players fill more inventory slots in storage containers inside the headquarter. As the protection level changes, it is shown on the map for all to see (configurable). If the player wishes to increase their headquarter's protection level they simply need to take items out of storage there. It's a self balancing mechanism between protection and storage. The exact ratio between this balance is up to you through the plugin configuration.
- Headquarter protected bases allow players to:
- Design bases properly without having to rush through the building process for fear of being raided right away.
- Allows for more diverse bases and creativity, rather than everyone having the same ultra efficient base designs.
- Allows casual players a chance to play with mid and end game components (electricity, traps, turrets, etc).
- All players can raid all bases, including headquarters (although it may not be worth it depending on its protection level).
- Free for all mode allows an admin to schedule a period of time where protections are disabled for everyone. Admins can also manually start or stop FFA temporarily with console commands to allow for raiding events.
Additional details
- A player can belong to only one protected HQ at any given time.
- A player can join or switch HQ at any time by authorizing with the new HQ's Tool Cupboard. If the player is already a member of a HQ they must first quit it.
- A member/leader of a HQ can quit it, but will face a penalty period where they will not be able to join or start a HQ. If the player was the leader, a new leader will be chosen from the existing members and the player will also lose access to the base. If there are no other members, then the headquarter will go into dismantle mode but the leader will keep access to the base.
- Players can not build storage deployables (or add items to storage deployables) inside other HQs.
- Vehicles with storage capabilities which are left inside a HQ base will eventually suffer random inventory losses as they decay.
- Headquarters can be conquered if the conquer mode option is enabled. This simply means that an attacker can conquer an opponent HQ by destroying its TC or by authenticating in it.
- Headquarters can be destroyed through raiding if the InvulnerableTC option is disabled in the config.
Permissions
headquarters.admin
-- Grants access to run console commands.
Console Commands
hq.hide-markers
-- Hides all map markers.hq.show-markers
-- Shows all map markers.hq.clear-all
-- Removes all headquarters permanenetly.hq.start-ffa
-- Starts free for all mode manually.hq.stop-ffa
-- Stops free for all mode manually.hq.remove {leader player's id}
-- Removes the headquarter, along with its leader and members from the plugin's data. This will allow all member players to build another headquarter.hq.remove-quitter {player's id}
-- Removes the specified player id from the list of quitters.hq.clear-quitters
-- Clears all players flagged as quitters.
Chat Commands
/hq.help
-- Provides a list of help commands./hq.start myhq
-- Starts a headquarter at your nearest Tool Cupboard with the name "myhq"./hq.quit
-- Allows you to quit your current headquarter./hq.ffa
-- Provides details on how long until free for all is activated./hq.status
-- Gives details about the player status, server configuration, and nearby headquarter./hq.teleport
-- If enabled, allows player to teleport to their HQ.
Configuration
Radius
: The radius of the HQ. This should match the Tool Cupboard's range (or slightly smaller).MapMarkersEnabled
: Whether to show map markers on the map.TeleportEnabled
: Whether players can teleport to their HQ (disabled by default).QuitPenaltyHours
: Number of hours HQ members must wait before being able to start new Headquarters after quiting their HQ or being conquered.DistanceToTC
: How close to the TC you need to be to start a headquarter (Probably shouldn't modify).ConquerModeEnabled
: Allows headquarter members to conquer other headquarters (disband them, and take their base). The conquered headquarter becomes a regular base for the conqueror and loses all protection. For full raiding and conquering its suggested to disable InvulnerableTC. If InvulnerableTC is on, then you will only be able to conquer by authenticating at enemy TC.InvulnerableTC
: Enabled by default, prevents all damage to HQ TCs. This should be disabled if you want to allow conquering by destroying enemy TC.FreeForAllEnabled
: Whether scheduled free for all is enabled or disabled.FreeForAllHoursAfterWipe
: How many hours from the previous wipe until FFA is scheduled to be enabled.MarkerPrefab
: Prefab for marker. Should not need to be changed unless the game changes.ProtectionPercent
: Protection level offered to a protected headquarter base (without storage penalties).ProtectionPercentMinimum
: Lowest protection level offered to a protected headquarter (even with high item count).ProtectionSlotsWithoutPenalty
: How many slots can be filled before penalties start to accrue.ProtectionPenaltyPercentPerSlot
: Percentage penalty per slot filled past theProtectionSlotsWithoutPenalty
.ProtectionConstantSecondsAfterDamage
: Maintains the protection level constant while a raid is happening. The seconds represents the time it remains constant after the last time the base was damaged.MessagePlayersHeadquarterAttacked
: Whether to message all players when a headquarter is attacked. UsesProtectionConstantSecondsAfterDamage
seconds to determine how often to send the message.MessagePlayersHeadquarterDestroyed
: Whether to message all players when a headquarter is destroyed.UIEnabled
: Whether UI functionality is displayed.UIRefreshRateSeconds
: How often the UI will update after a change occurs to protection. Default is 0, however if server performance is suffering, you can increase the value.UIAnchorMin
: UI position min.UIAnchorMax
: UI position max.AdditionalProtectedEntities
: Adds headquarter protection to other types of game entities besides doors and building blocks. Only a part of the prefab name is necessary. Keep in mind a large list can affect performance. If you don't care about performance you can add two big ones: "deploy" and "building". These two will affect most entities.
{
"HeadquartersConfig": {
"Radius": 27.5,
"MapMarkersEnabled": true,
"TeleportEnabled": false,
"QuitPenaltyHours": 3,
"DistanceToTC": 2.0,
"InvulnerableTC": true,
"ConquerModeEnabled": false,
"FreeForAllEnabled": true,
"FreeForAllHoursAfterWipe": 144.0,
"MarkerPrefab": "assets/prefabs/tools/map/genericradiusmarker.prefab",
"ProtectionPercent": 100.0,
"ProtectionPercentMinimum": 10.0,
"ProtectionSlotsWithoutPenalty": 30.0,
"ProtectionPenaltyPercentPerSlot": 1.5,
"ProtectionConstantSecondsAfterDamage": 300,
"MessagePlayersHeadquarterAttacked": true,
"MessagePlayersHeadquarterDestroyed": true,
"UIEnabled": true,
"UIRefreshRateSeconds": 0,
"UIAnchorMin": {
"X": 0.83,
"Y": 0.93
},
"UIAnchorMax": {
"X": 0.995,
"Y": 0.99
},
"AdditionalProtectedEntities": [
"window",
"barricade",
"turret",
"cctvcamera",
"dropbox",
"mailbox",
"lantern",
"sign"
]
}
}
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