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Some bases are still spawning on Train Track

Pending 2.4.4

Here is the same problem, sometimes the tracks are perfectly blocked over. Every day, 80% of the spawn is on the railroad tracks.

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im looking into this issue thanks guys

would be great if you could give me the name of the prefab though. i only blocked train_track

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It's on a proc gen map, no custom monuments.  Pulled these from Corrosionhour prefabs

assets/content/structures/train_tracks/train_track_3x18.prefab

assets/content/structures/train_tracks/train_track_3x18_end.prefab

assets/content/structures/train_tracks/train_track_3x36.prefab

assets/content/structures/train_tracks/train_track_3x3_end.prefab

assets/content/structures/train_tracks/train_track_3x9.prefab

assets/content/structures/train_tracks/train_track_bend_45.prefab

assets/content/structures/train_tracks/train_track_nogravel_3x18.prefab

assets/content/structures/train_tracks/train_track_nogravel_3x36.prefab

assets/content/structures/train_tracks/train_track_nogravel_3x3_end.prefab

assets/content/structures/train_tracks/train_track_nogravel_3x9.prefab

assets/content/structures/train_tracks/train_track_nogravel_bend_45.prefab

assets/content/structures/train_tracks/train_track_nogravel_sleft_3x027.prefab

assets/content/structures/train_tracks/train_track_nogravel_sright_3x27.prefab

assets/content/structures/train_tracks/train_track_sleft_3x027.prefab

assets/content/structures/train_tracks/train_track_sright_3x27.prefab

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well as i said train_track is already blocked. you are using 2.4.4?

I'll fix it =p

Edited by nivex

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ppH0Jmj.png

 

well that sneaky little shit how'd he get in there?! it should show train_track in place of the green X LOL

idk why it's blocking every other one and not this one yet

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ok i found the issue

                    if (!InRange(collider.transform.position, sac.position, sac.safeRadius))
                    {
                        goto next;
                    }

the issue is the position of the train track on the server starts much further away than the specified radius, and is therefore excluded, regardless of a portion of the train track being contained within the specified radius. a mere oversight

sac contains both safeRadius (Protection Radius) and buildRadius (Player Cupboard Detection Radius) which differ greatly. rather than checking each one individually I am attempting to check them both at the same time to save on server performance.

I just need to figure out an elegant solution to this distance check

                    float dist = (collider.transform.position - sac.position).magnitude;

                    if (dist > sac.safeRadius && dist <= sac.buildRadius)
                    {
                        goto next;
                    }

i've come up with this but i'm uncertain if it will cause any other issues so i'll have to think on it

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