I have been searching the forums for help, however I couldn't find anything about finding the XYZ co-ordinates of a monument, so I was wondering if anyone could help point me in the right direction?
Finding monument co-ordinates?
Discussion in 'Rust Development' started by krill., Mar 1, 2016.
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Wulf Community Admin
You could use a map such as Rust:IO.
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Thanks for the fast reply
, but I was wondering if there was a way to automate this process for a plugin (I probably didn't make that clear enough, sorry). -
Wulf Community Admin
I'm sure there is. I believe someone is working on a plugin that may work for this. -
I have had a look through some plugins, and how they find the locations of monuments, however my knowledge of Unity isn't that great, so I should probably look into that...
[DOUBLEPOST=1456866560][/DOUBLEPOST]The only plugin I could find was 'Radtown Animals' by k1lly0u, however, this function uses file paths (or am I just being silly?), and I was wondering how he found them...
Code:private void findAllMonuments() { var allobjects = UnityEngine.Object.FindObjectsOfType<GameObject>(); foreach (var gobject in allobjects) { if (spawnLighthouse) { if (gobject.name.ToLower().Contains("lighthouse/lighthouse")) { monuments.Add(gobject); } } if (spawnPowerplant) { if (gobject.name.ToLower().Contains("powerplant_1")) { monuments.Add(gobject); } } if (spawnAirfield) { if (gobject.name.ToLower().Contains("airfield_1")) { monuments.Add(gobject); } } if (spawnTrainyard) { if (gobject.name.ToLower().Contains("large/trainyard_1")) { monuments.Add(gobject); } } if (spawnWaterplant) { if (gobject.name.ToLower().Contains("large/water_treatment_plant_1")) { monuments.Add(gobject); } } if (spawnWarehouse) { if (gobject.name.ToLower().Contains("mining/warehouse")) { monuments.Add(gobject); } } if (spawnSatellite) { if (gobject.name.ToLower().Contains("production/satellite_dish")) { monuments.Add(gobject); } } if (spawnDome) { if (gobject.name.ToLower().Contains("production/sphere_tank")) { monuments.Add(gobject); } } if (spawnRadtown) { if (gobject.name.ToLower().Contains("small/radtown_small_3")) { monuments.Add(gobject); } } } if (monuments == null) { Puts(lang.GetMessage("nullList", this)); return; } startSpawn(); }Last edited by a moderator: Mar 1, 2016 -
What's wrong with using partial prefab names? It's a guaranteed winner

There probably is a better way, like FindObjectsOfType<Monument> (Untested) but for the purpose of that plugin that is the way I did itLast edited by a moderator: Mar 2, 2016 -
Yeah, read up on Unity, I now know what prefabs & GameObjects etc are, and I think you are the only developer on the forums that knows how to find monuments
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monument radiation plugin really helped, ty!) -
I think it's more I'm the only dev that wanted to find them
I learnt nearly everything I know from here
