CustomResourceSpawns

Moved

Total Downloads: 4,211 - First Release: Mar 20, 2016 - Last Update: Jul 6, 2018

5/5, 11 likes
  1. k1lly0u submitted a new resource:

    Custom Resource Spawns - Create additional spawn points for resources of your choosing, that re-spawn on a timer

    Read more about this resource...
     
  2. hello guys :) ohhh nice awesome and animals are no problem ? :)

    hightower
     
  3. No animals in this one mate, they would just run off and do their thing
     
  4. Really good plugin. Might suggest putting a detailed item description in the plugin overview maybe. Let me know if you don't feel like writing one up, I would be more than happy to do it. Also, would things like barrels and crates be spawnable?
     
  5. Ah right, thankyou for that :)
     
  6. Good idea, but just like the CLS plugin should also, can you include an item number list in overview?
     
  7. hey guys o/ the plugin is very nice my problem now when i spawn 200 trees i can remove all with /csr wipe and then spawn 15 minutes the same :D so I had to just 200 trees individually removing, with the command /csr remove.
    I would be happy with the command /csr wipe removing, everything and wipen so it no longer spawns.
    It is a really nice plugin and it has a lot of potential, thanks for support and read my text.
    My english its not the best guys ^^ i hope you can read it.

    bye bye o/
    [DOUBLEPOST=1458599677][/DOUBLEPOST]ahh before I forget planting cloth to spawn would also be great and would complete the whole a little more :)
     
  8. It is supposed to, this was a quick port from my lootspawns plugin so I may have overlooked something.
    The original intention was to also be able to put down collectables (cloth, wood, stone etc) but am unable to unless a hook gets updated, which I have already requested
     
    Last edited by a moderator: Mar 22, 2016
  9. allright thanks :)
     
  10. Code:
    [Oxide] 20:46 [Debug]   at System.Collections.Generic.Dictionary`2[System.Int32,
    System.String].Add (Int32 key, System.String value) [0x00000] in <filename unkno
    wn>:0
      at Oxide.Plugins.CustomResourceSpawns.FindTypes () [0x00000] in <filename unkn
    own>:0
      at Oxide.Plugins.CustomResourceSpawns.ClearData (Boolean refresh) [0x00000] in
    <filename unknown>:0
      at Oxide.Plugins.CustomResourceSpawns.chatLootspawn (.BasePlayer player, Syste
    m.String command, System.String[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CustomResourceSpawns.DirectCallHook (System.String name, Syst
    em.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (System.Reflection.MethodInfo metho
    d, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[]
    args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hookname, System.Object[]
    [Oxide] 20:46 [Info] [Notifier] Check Notifier's with /notifier help command.

    When trying to use the crs wipe command this debug text comes up on server console
     
  11. k1lly0u updated Custom Resource Spawns with a new update entry:

    0.1.1

     

  12. Yes this is the first time haveing this on my server
    [DOUBLEPOST=1458644901][/DOUBLEPOST]

    Ok just ran the server and connected, No issue now when i use the command all good now.
     
  13. Question, are the custom spawns saved in a list with there vector3 saved as hash key?
    if so any chance you could so a case for /cs wipe 3, where it will does something like this.
    Code:
    foreach entry in CSList
       int dist =checkdistance(_playerVec3, entry.key)
         if dist < arg.[1]
            destroylist.add entrythen code to destroy and remove from active list
     
  14. The only reference to each node is its own net.ID, which gets changed each time the node is refreshed. Did you want to remove individual nodes using its position? The best way to remove them is to look at it and use the chat command to remove.
     
  15. Yeah so a short example is I make custom orchards, mining facility and underground tunnels I would like to be able to remove just ones in a area near me, reason being is I might want to redo the mine shaft but don't want to have to delete all one by one or wipe all custom spawns on the map. do you think its possible?

    EDIT---
    even if it doesn't delete the existing nodes just stops them from respawning, That way if I was to relocate the mine shaft or alter it the remaining ones I don't need would be mined away if obtainable or removed on reboot.
    EDIT2---
    I do know your kinda taking a bit of a break from modding so you don't get burnt out so if it is possible with how your code is currently written I would happily do it myself and will give you the code I make after. just want to know if you think its possible with how the mod is at this stage, if a rewrite would be needed don't worry about it.
     
    Last edited by a moderator: Mar 23, 2016
  16. So you want a radius remove?
     
    Last edited by a moderator: Mar 23, 2016
  17. yes please, sorry should of just said that straight, should stop typing things at work :)
     
  18. Hello ! Thank you for this mod. Works great !
    Will be possible to add animals spawns ? could be great !
     
  19. I'm not going to add animal spawns to this sorry. They would just run off, plus it wouldn't work well with the way I refresh resources