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move the spawn point

Closed 2.1.0

Dear plugin author, I have a question. How to offset the appearance of bots on RT in automatic mode? Now they will spawn in the center, is it possible to move the spawn point north or south?

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For example bots spawn on a giant excavator in the middle of the RT that is near the bucket that digs. You need to shift the bot spawn to the side of the transport belt. Or at the spaceport shift to the main building. How do I make it work automatically? Sorry for the bad English.

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Hi,
It's not possible to move the central point of default profiles but you can turn the profile off then create a custom profile at the exact locations you'd prefer,
then set that custom profile's "Parent_Monument" field to the name of the default profile you just disabled.

For example, you could use the chat commands to create "DomeCustom" somewhere near the Dome, then set DomeCustom's parent monument to "The Dome 0".

 

That way the central point for the profile is exactly where you want it but if you change map seed BotSpawn will automatically relocate the profile to keep it in the same spot, relative to the new Dome location.

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Task: every time after the VAPE on the new map should appear RT with the specified point respavna bots, and not in the center RT without the participation of the admin. And where necessary, based on the needs of the server. Given the rotation of the RT on any map.

Edited by Сергеич

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I could add a spawn offset value for default profiles but, to be honest, it would take as much time/effort for users to set that up as it would to just create a new profile exactly where you want it then parent it to the monument in question.
It's about as automatic as it gets, auto-updating the custom profile location every time you change map.

There's no license permitting user modifications and no support can be offered to anyone who decides they don't care.

Edited by Steenamaroo

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I have setup all just like Steenamaroo described without help from anyone and now I have fully automated bots regardless of wipe and map seed. Works like a sharm.

Сергеич, have no idea why do you call this solution "crutch". It's fully automatic after you made custom profiles for every RT you need.

 

Go to location  you want, type

/botspawn add "giant excavator"

Go to 

oxide/data/BotSpawn/default-DefaultProfiles.json

Find 

    "Giant Excavator Pit 0": {
      "AutoSpawn": false,

and make sure AutoSpawn is set to false.

Now go to

oxide/data/BotSpawn/default-CustomProfiles.json

Find 

   "giant excavator": {
      "AutoSpawn": true,

And make sure you activated you custom profile autospawn. Also in this section find 

      },
      "Parent_Monument": "Giant Excavator Pit 0"
    },

and make sure to set it to RT you are editing. You must use the name from default-DefaultProfiles.json

Now copy-paste all your settings from "Giant Excavator Pit 0" (default-DefaultProfiles.json) to "giant excavator" (default-CustomProfiles.json) and you're done. All further changes you need to do in your custom profile, of course.

P.S. by the way, you can create several custom spawn points for the same parent monument with different settings. And they all will be valid after wipe and seed changes

Edited by MON@H
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I meant within the options provided by BotSpawn.

On 8/11/2020 at 4:51 PM, Steenamaroo said:

I could add a spawn offset value for default profiles but, to be honest, it would take as much time/effort for users to set that up as it would to just create a new profile exactly where you want it then parent it to the monument in question.
It's about as automatic as it gets, auto-updating the custom profile location every time you change map.

There's no license permitting user modifications and no support can be offered to anyone who decides they don't care.

I don't see the value in adding more offset/specific position options.

You can already put profiles wherever you like an optionally tie them to (changing) monument positions.

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Decision

pos - center of RT

angle - angle from monumentInfo.gameObject.transform.transform.eulerAngles.y (in degrees)

myangle - determining the coordinates of a point by angle and distance - its angle in radian (something like this - AllProfiles[name].Angle = Math.PI * angle / 180.0;)

distance - determining the coordinates of a point by angle and distance - its distance

                float new_x = pos.x + Convert.ToSingle (distance f * (Math.Sin(angle + myangle )) ) + (UnityEngine.Random.insideUnitCircle * zone.Radius).x;
                float new_z = pos.z + Convert.ToSingle (distance f * (Math.Cos(angle + myangle)) ) + (UnityEngine.Random.insideUnitCircle * zone.Radius).y;
                finalPoint = new Vector3(new_x, pos.y, new_z);

math grade 8

Respectfully! the plugin is very cool, but I need a little more crumple.

Edited by uip88

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ups. am add

//======================== UIP88 <
            public double Angle;
            public double AngleD;
//======================== UIP88 <

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and it is possible

anyway, thanks a lot for the plugins, they are written very professionally, I've been using them for a hundred million years 🙂

Edited by uip88

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