Jump to content

1 Screenshot

  • 5.2k
  • 875
  • 547.91 kB
  • Update details
    v1.0.8
    Released
    Download size 547.91 kB
    Total versions 2
    Typical update pace About every 52 days
    Freshness Updated 34 days ago

Mostly AI-Generated

This file appears to be mostly AI-generated. Support, maintenance, and future updates may not be guaranteed, especially if the author is unable to maintain the code without AI assistance.

This area is for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments

Azami1213

Posted

I noticed most of the config file doesn't actually do anything

Alexprojects

Posted

They work, but only if the limits are respected. This version is not optimized to exceed them.

Azami1213

Posted

2 minutes ago, Alexprojercts said:

They work, but only if the limits are respected. This version is not optimized to exceed them.

The "Drop loot" config doesn't alter anything and the "despawn corpses after event" also just despawns regular scarecrow corpses globally as well

Alexprojects

Posted (edited)

Okay, I'll check it. If anything goes wrong, I'll send a new version with the fix.

Edited by Alexprojercts
wGw

Posted

sorry to bother but we have them buggahs spawning in rocks my guy. then they are stuck in the prefab. especially when peeps are living in god rocks, 

 

Alexprojects

Posted

33 minutes ago, wGw said:

sorry to bother but we have them buggahs spawning in rocks my guy. then they are stuck in the prefab. especially when peeps are living in god rocks, 

 

Thanks for the heads-up. I will be looking into these bugs and I'll get them fixed as soon as possible.

Xiao Hei

Posted

Is he only able to appear at night?

Alexprojects

Posted

On 9/24/2026 at 12:12 AM, Xiao Hei said:

Is he only able to appear at night?

Hello,

You can make them appear at the time you configure in the JSON file.

Goodwin

Posted

They stopped spawning after the 17th update.

 

BigCountry

Posted (edited)

Please help. Pro version: the auto spawns are not spawning anymore. 

This function returns 0

 

private Vector3 CalculateSpawnPosition(Vector3 center)
            {
                for (int i = 0; i < 5; i++)
                {
                    Vector2 r = UnityEngine.Random.insideUnitCircle.normalized * UnityEngine.Random.Range(config.spawn.spawnMinDist, config.spawn.spawnMaxDist);
                    Vector3 f = SampleNavMesh(center + new Vector3(r.x, 0, r.y));
                    if (f != Vector3.zero) return f;
                }
                return Vector3.zero;
            }

 

Vector2 r = UnityEngine.Random.insideUnitCircle.normalized * UnityEngine.Random.Range(config.spawn.spawnMinDist, config.spawn.spawnMaxDist);
                    Vector3 f = SampleNavMesh(center + new Vector3(r.x, 0, r.y));

 

 

Manual spawns still work, though; I have not looked at that code. 

Edited by BigCountry
BigCountry

Posted

I got Pro working with this code (replace the function CalculateSpawnPosition and add isOnGround bool function)

It's not perfect, but it will work 

 

private Vector3 CalculateSpawnPosition(Vector3 center) {
                for (int i = 0; i < 15; i++) { 
                    float dist = UnityEngine.Random.Range(config.spawn.spawnMinDist, config.spawn.spawnMaxDist);
                    Vector2 rand = UnityEngine.Random.insideUnitCircle.normalized * dist;
                    Vector3 targetPos = center + new Vector3(rand.x, 0, rand.y);
                    
                    if (targetPos != Vector3.zero) 
                    {
                        if (WaterLevel.GetWaterLevel(targetPos, false) < targetPos.y && isOnGround(targetPos)) {
                                return targetPos;
                        }
                    }
                }
                
                return Vector3.zero;
            }
            
            private bool isOnGround(Vector3 pos) {
                RaycastHit hit;
                if (Physics.Raycast(pos + Vector3.up * 2f, Vector3.down, out hit, 5f, LayerMask.GetMask("Terrain", "World", "Default")))
                    if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Terrain")) return true;
                return false;
            }

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

User Feedback

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3.1m
Total downloads
Customers
12.2k
Customers served
Files Sold
173.1k
Total sales
Payments
3.8m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.