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Checkpoint Event 1.0.3 – Roadside loot spawn points are not cleaned up

Pending 1.0.3

sanguss
sanguss

Posted

Hi RTimer 🙂

I've noticed an issue with Checkpoint Event 1.0.3.

After a checkpoint event ends and all event structures disappear, the regular Rust roadside loot spawn points remain at the event location.

I'm not talking about the event loot or reward crates, but the normal roadside loot spawn points.

These spawn points don't disappear, even after the event has ended. I'm concerned that they could accumulate over time as more checkpoint events spawn and disappear, potentially causing unnecessary server load.

Could you please check if these roadside loot spawn points are being properly cleaned up when an event ends?

Thanks! 🙂

  • Like 1
RTimer

Posted

3 hours ago, sanguss said:

Hi RTimer 🙂

I've noticed an issue with Checkpoint Event 1.0.3.

After a checkpoint event ends and all event structures disappear, the regular Rust roadside loot spawn points remain at the event location.

I'm not talking about the event loot or reward crates, but the normal roadside loot spawn points.

These spawn points don't disappear, even after the event has ended. I'm concerned that they could accumulate over time as more checkpoint events spawn and disappear, potentially causing unnecessary server load.

Could you please check if these roadside loot spawn points are being properly cleaned up when an event ends?

Thanks! 🙂

Hi! Thanks for bringing this up.

If I understand you correctly, you're referring to Rust's regular roadside loot spawn points that already exist in the world, not the loot containers spawned by Checkpoint Event itself.

These spawn points are part of Rust's own world and loot spawning system. Checkpoint Event simply spawns its structures and event-related entities at a selected roadside location. When the event ends, the plugin removes the entities it spawned, but it doesn't create, modify, or remove the game's regular roadside loot spawn points.

In other words, those spawn points operate independently of the event and continue to follow Rust's own spawning and cleanup mechanics. Their presence after the checkpoint disappears is therefore expected and doesn't necessarily indicate that anything is accumulating or causing additional server load.

I'll double-check this behavior just to be safe, but based on the current code, I can assure you that the regular roadside loot spawn points are not managed by Checkpoint Event.

If I've understood your report correctly and you're referring to those native Rust spawn points, then everything should be working as intended.

Thanks for your feedback!

sanguss

Posted

Hi RTimer! 🙂

Thanks for your reply!

I think I didn't explain the issue clearly enough.

The problem is that the regular Rust roadside loot crates remain floating in mid-air after the checkpoint event ends.

The junk cars and other roadside objects that the loot crates were sitting on disappear, but the loot crates themselves stay behind, floating in the air.

So it's not just about the regular roadside loot spawn points remaining. It's about the loot containers being left behind without the objects supporting them

One more thing I forgot to mention! 🙂

The floating roadside loot crates are especially noticeable when 3 or 4 checkpoint events are running at the same time.

I've also noticed that sometimes two checkpoint events spawn at exactly the same location, overlapping each other.

Maybe it would be worth adding a check to prevent multiple events from spawning at the same location?

I thought this information might help you investigate the issue. 🙂

Thanks again!

RTimer

Posted

41 minutes ago, sanguss said:

Hi RTimer! 🙂

Thanks for your reply!

I think I didn't explain the issue clearly enough.

The problem is that the regular Rust roadside loot crates remain floating in mid-air after the checkpoint event ends.

The junk cars and other roadside objects that the loot crates were sitting on disappear, but the loot crates themselves stay behind, floating in the air.

So it's not just about the regular roadside loot spawn points remaining. It's about the loot containers being left behind without the objects supporting them

One more thing I forgot to mention! 🙂

The floating roadside loot crates are especially noticeable when 3 or 4 checkpoint events are running at the same time.

I've also noticed that sometimes two checkpoint events spawn at exactly the same location, overlapping each other.

Maybe it would be worth adding a check to prevent multiple events from spawning at the same location?

I thought this information might help you investigate the issue. 🙂

Thanks again!

Thank you for the clarification! I'll definitely investigate and work on fixing these issues as soon as possible. Please stay tuned for an upcoming update.

Best regards,
RTimer

  • Love 1

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