Hi, I'm trying to spawn a BasePlayer entity.
I was only able to find cases that create a copy of already existing BasePlayer on the server.
I want to spawn it before any player enters the server.
Any ideas?
Spawn dummy BasePlayer
Discussion in 'Rust Development' started by Lazy_Traveller, Jan 12, 2017.
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client admin console:
Code:entity.create assets/prefabs/player/player.prefab
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Sorry for not being specific enough. I want to do this in my plugin code. Without any player (including the admin) being in the game.
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maybe this then?
Code:BaseEntity baseEntity = GameManager.server.CreateEntity("assets/prefabs/player/player.prefab", default(Vector3), default(Quaternion), true); BasePlayer basePlayer = baseEntity.ToPlayer();
Code:// ServerMgr private void SpawnNewPlayer(Connection connection) { BasePlayer.SpawnPoint spawnPoint = ServerMgr.FindSpawnPoint(); BaseEntity baseEntity = GameManager.server.CreateEntity("assets/prefabs/player/player.prefab", spawnPoint.pos, spawnPoint.rot, true); BasePlayer basePlayer = baseEntity.ToPlayer(); basePlayer.health = 0f; basePlayer.lifestate = BaseCombatEntity.LifeState.Dead; basePlayer.ResetLifeStateOnSpawn = false; basePlayer.limitNetworking = true; if (Interface.CallHook("OnPlayerSpawn", new object[] { basePlayer }) != null) { return; } basePlayer.Spawn(); basePlayer.limitNetworking = false; basePlayer.PlayerInit(connection); if (SleepingBag.FindForPlayer(basePlayer.userID, true).Length == 0 && !basePlayer.hasPreviousLife) { basePlayer.Respawn(); } else { basePlayer.SendRespawnOptions(); } Debug.Log(string.Concat(new object[] { basePlayer.net.connection.ToString(), " joined [", basePlayer.net.connection.os, "/", basePlayer.net.connection.ownerid, "]" })); }
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That seems promising. Will try it as soon as i get from work, thanks!