SpawnConfig

Change SpawnHandler behaviour of SpawnPopulations

Total Downloads: 4,589 - First Release: Sep 18, 2015 - Last Update: Nov 26, 2017

5/5, 14 likes
  1. Code:
    "water_treatment_plant_1_barricades/door_barricade_dbl_b_spawner_x-451y29z625": {
          "MaxPopulation": 1,
          "NumToSpawnPerTickMin": 0,
          "NumToSpawnPerTickMax": 0,
          "RespawnDelayMin": 10.0,
          "RespawnDelayMax": 20.0,
          "Prefabs": [
            {
              "Prefab": "assets/prefabs/deployable/door barricades/door_barricade_dbl_b.prefab",
              "Weight": 1,
              "Mobile": false
            }
          ],
          "SpawnPoints": {
            "Barricades/door_barricade_dbl_b_Spawner": {
              "Radius": 10.0,
              "DropToGround": false,
              "RandomRot": false,
              "Position": "-382.5601 31.89786 600.2034"
            }
          }
        },
    The newer Door Barricades, not the player made barricades. I changed the settings on at least 50 of these entries in the config with the settings I posted above and no more barricades have been spawning at 50+ per doorway since. I have confirmed this as a fix. The description of this plugin is not that great. It says it needs work ;)
     
  2. Thanks for your reply.

    Yeah the overwiew of thie plugin... And its a dangerous plugin, not adapted for certain spawns..
     
  3. I stand corrected. I (did) have this issue. I had to go through the config file and change all values related to the prefab "barricade" to 0. The problem isn't the plugin itself. The problem is that the dev has put the same damn coordinates multiple times in the config.

    So rather than one or two spawning, because there are multiple blocks spawning barricades at the exact same coordinates you have an infinite loop of barricades.

    EDIT: To clear all barricades after changing the config file enter into an RCON console this:

    del assets/prefabs/deployable/door

    Hit enter and they all go in one! :D
     
    Last edited by a moderator: Nov 8, 2016
  4. You do not understand, we must settle the spawn like iroczspot suggested and then remove by hand all the barricades. Because once they spawn it no longer disappear all by themselves.
     
  5. Did you even read what I said? In addition to confirming what iroczspot said I gave EVERYONE an easy way to delete all the barricades spawned by the plugin.

    If you enter del assets/prefabs/deployable/door into the console via RCON all of the doors are deleted. So if you set all of the spawn values to zero in the config they won't respawn...

    You can't dispute what I'm saying because I did it a few hours ago. If you don't believe it then spawn the doors again enter what I said into the console and sit down. I watched the doors disappear and they haven't returned. No manual removal required.
     
  6. Just to further what I said. I created a video showing you exactly what I said.

    I didn't use RCON tool because it's easier to show it in-game for the purposes of this.

    I was in the trainyard monument and even shown you the config file before AND after with EXACTLY what iroczspot said before when the barricades were spawning and I then uploaded MY config with the values on zero! I then deleted the doors using the command as shown in the video...

    So I have clearly displayed I know what I'm saying. It is you that fails to understand...

    Removed media... No longer necessary.
     
    Last edited by a moderator: Nov 8, 2016
  7. It worked for me so I think whoever does not understand is you. I have only one door per doorway.


    PS: The barricades are mixed in several places in .json file.
     
  8. Are you okay in the head? Can you not read?
    [DOUBLEPOST=1478645428][/DOUBLEPOST]
    I confirmed TWICE that what iroczspot said works great.

    I also told you that you do not have to delete the door barricades manually and gave you video evidence of that fact yet your response tells me you cannot understand what I've said.

    Are we not having the same conversation?
     
  9. Arf, sorry.
     
  10. NP man. ^^
     
  11. Nogrod updated SpawnConfig with a new update entry:

    1.0.10

     
  12. Getting this error with latest update
    Code:
    (16:52:37) | [Oxide] 13:51 [Error] Error while compiling SpawnConfig.cs(114,39): error CS0012: The type `IServerComponent' is defined in an assembly that is not referenced. Consider adding a reference to assembly `Rust.Global, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
    
     
  13. No issues here with compiling 1.0.10. Testing the door barricades now.
     
  14. Still getting tons of door barricades at least in some areas.
     
  15. Which areas? If it's the airfield then do CTRL+F and type airfield and find them all. Do this for each affected area. Turn them all to zero including population density and spawn rate.

    Then do del assets/prefabs/deployable/door in the console and that command will destroy all of those barricades for you.

    Also, could you please post your config file? I will take a look for you.
     
  16. Now getting this error with last update : [11/12/2016 12:12:09] [Oxide] 12:11 [Error] Error while compiling BetterLoot.cs(1114,26): error CS0246: The type or namespace name `Rarity' could not be found. Are you missing an assembly reference?

    some1 can make a fix? thx
     
  17. I'm still rocking the old version. Haven't updated yet so all I can offer you is the fallback version for now...
     
  18. Thx, but still the "rarity" hook probem :(
     
  19. Hmm. I don't have that problem... If you're using a hosting service to host your server you might have to verify the files of the game and turn Oxide off and on again to fix that. It sounds like something might be corrupt on the server side.

    Try deleting your config file (rename it locally on your computer), download the new config file from the server and reconfigure it.
    [DOUBLEPOST=1478952911][/DOUBLEPOST]
    Oh wait, I have just read over your post fully again...

    This thread is for SpawnConfig and not BetterLoot! You will have to go to the BetterLoot page to submit your issue.
     
  20. well sry xD:
    [11/12/2016 12:12:09] [Oxide] 12:11 [Error] Error while compiling SpawnConfig.cs(114,39): error CS0012: The type `IServerComponent' is defined in an assembly that is not referenced. Consider adding a reference to assembly `Rust.Global, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'

    same error for it, i have updated server and oxide 30 mins ago and problem appeared, i use a whole machine at ovh so i can manage it easily, thx