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stoni2041

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Everything posted by stoni2041

  1. Hey guys, where do we post bug reports about the new spawner settings not working? There appears to be an issue with controlling the max allowed number of spawns. Best I have been able to accomplish is slowing the rate at which the creatures spawn. Anybody having better luck with the custom spawns?
  2. ConfigSubtractNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesBeach_C",NPCSpawnEntries=((NPCsToSpawnStrings=("Trike_Character_BP_C")),(NPCsToSpawnStrings=("Sauropod_Character_BP_C")),(NPCsToSpawnStrings=("Ptero_Character_BP_C")),(NPCsToSpawnStrings=("Dilo_Character_BP_C")),(NPCsToSpawnStrings=("Para_Character_BP_C")))) Try that xyks. Bad news guys. The number to control how many dinos max...does not work in all areas and it seems the parenthesis are off in the initial example. I will be updating the guide shortly. While the weights and the other controller do control how often they spawn, neither of them seem to put a cap on how many can spawn max. Even at 0.0001 I am over 18 spawns. Mind you if it is a float that means 0.0001 is 1 in 10,000 maximum. With 25,000 spawns it should be 3 max (rounded up)....that just isnt how its working though. Also found out that in order for new settings to take hold, the server or sp game has to be started once without the settings present at all. They have to clear.
  3. is it in your game.ini under [/script/shootergame.shootergamemode] ?
  4. Yup, Damiens Atoll is Herby Island. So figured something out with the spawn controllers and updating the add guide I made. Will put it here so everyone gets it. weights and max number do not seem to work for all spawn areas
  5. Sweet thanks @WarBird25 Sorry that didnt work for you. Maybe try another spot, like the volcano island? Lava_Spawn_C Which btw, I found that Lava_Spawn_C also spawns stuff on the Islands Dormant Volcano.
  6. Weird because Gave me these on Carno Island http://steamcommunity.com/sharedfiles/filedetails/?id=791318329 http://steamcommunity.com/sharedfiles/filedetails/?id=791318394 Do you have another container using DinoSpawnEntriesMonsterIsland_C? If so you have to combine them.
  7. Was missing a () on both the NPCSpawnEntries array and the NPCSpawnLimits array. Fixed for you You might want to reduce the weight on it, but its fixed and should work.
  8. Here it is without the extra spaces. Notepad++ is a good tool for removing extra whitespace using the replace command with searches for /t and /n replacing with nothing. Not sure where the extra whitespace is coming from but spacebar is not a good thing for something that is supposed to have no whitespace. Also, you can add as many as you want to one container. Shouldn't hurt anything as long as they arent set to spawn in groups. lol Not sure if you have them in groups on purpose or not, but your beach and grassland spawners are set to spawn in groups together. You can put the costumes in the beacons and here are the skele dinos too Out of curiosity, have any of you tried spawning them in before trying to add them to the new containers?
  9. Try removing the ones that don't spawn on the beach. Guide I made was for adding. I am not sure of all the spawns in each area (there is no list I have found and the current maps for each dino on gamepedia are not all that clear), so cannot tell you exactly which ones will/won't actually be in that area. Check your dino BP's. I will get a better look at it tomorrow when I don't have work to do.
  10. Yup, it is. You had extra spaces in your ends of each spot. (NPCsToSpawnStrings=("Dimorph_Character_BP_C")) ) and (NPCClassString="Dimorph_Character_BP_C") ) ) and a few other spots. Not entirely your fault as the example a the beginning of this thread had the spaces in it. All fixed There is no need to have more then one container per spawn area as you can add as many dinos as you want with separate weights to each area. You can have more then one container as long as it is under a different NPCSpawnEntriesContainerClassString=. The example I gave for it not working is with the same spawn container class name aka the same spawn area. A lot of the problem you are having is not actually reading. If you click on the link to the Mods page i used in the example, you can see each type of spawn is set up to spawn in different areas except the annunki puppet setup where the regular and elder puppets are in the same container.
  11. If you want them to all spawn in a group that is fine. This will set them to spawn separately. You also might want to use weights instead of number per spawn. So instead of 2 or 3, set weight at that value instead. (done in the redone example for you). Last but not least I think it was requested to be on a PG map. Those look a lot like something that would do well on a beach. Then name each one its own entry name. All done. Here are the options for the NPCSpawnEntriesContainerClassString=
  12. 1000 is basically saying 1 on weights. I explain the weights extensively in my guide above. 1 means almost always. anyway. Comment just few above, I made a guide. to quote myself. I cant count how many times i restarted my server to test this....I should have started in local. lol But thats it folks. Didnt matter if it was 10000 or 1 it spawned lots of them, the same amount in fact. Started to get reduced below 1.0 and it is a float value so decimal place goes to 6 places. (one millionth).
  13. I updated the guide a few comments above yours. Which ones? lol
  14. And I got the containers and fingered out. Was my mistake, not a limitation in the config option. It is actually extremely versatile.
  15. Guys, Both the new containers AND the PGM both are in testing (like the whole game is). The PGM says "Highly Experimental". I get that same error labrok when I don't clear my PGArk cache or close Ark before trying to make another one. I do want to say something about the PGM though. It seems very generic, like there is a skeleton under it and it just generated around the skeleton instead of actually generating a random map. So it sadly isnt even possible to generate a flat map. I have literally tried every setting and no matter the setting, there is water in small rivers coming out of the center of the map to the outer part. I read the part where it says the map is surrounded by water, but didnt see anything where it said there was water where land should be even if water is set to 0 and land is set to 255 (the width and height of the island in the dev kit). So, yah, still buggy, but has a fair warning about it being experimental.
  16. Hey guys and gals. Important Edit: The () were not all in the appropriate places. This has been fixed in these examples as well as a better description of the variables. The 250.1 update has fixed the values for maximum allowed to work but it is a percentage of the entire instance. Here is an example of how to use the new container options for ADDING creatures. PG's Dragon God Mod http://steamcommunity.com/sharedfiles/filedetails/?id=561820195 Here is a thread with full example of custom settings http://steamcommunity.com/workshop/filedetails/discussion/561820195/305509857559524459/ These settings work with multiple creatures and you can have them spawn in a group or separate by taking advantage of the fact its all arrays in arrays. To spawn separately in the same area. Each spawn has its own EntryName and Weight Settings. (Spawning on Carno Island [on the island map] with a chance of spawn 1 out of every 100 on each and spawning one at a time, separately) To Spawn them together in a group in the same area. Shares EntryName and Weight Settings. (Spawning on Carno Island [on the island map] with a chance of spawn 1 out of every 100 and spawning two of all of them, 6 total together) Of course the two examples can be combined and allow for them to be spawned in groups and separately in an area. This allows for some pretty extreme customization on spawns. Something like this: In this example the Drago and Cryo Godlings stand a chance of spawning together as a team and all three can spawn separately. 1 of each when they spawn. Please note only one container can be created per spawn area. If more then one is made per spawn area only the first one will be recognized. Since there is no need for more then one controller to have as many as you want to spawn separately and/or in groups (my mistake guys, I apologize). (in this example only the BlackHeartGodling will spawn) To get the names of the creatures you can use the full spawn command to find it. For example cheat SpawnDino "Blueprint'/Game/Mods/GodMod/GodMod/Drago/DragoGod_Character_BP.DragoGod_Character_BP'" 1 1 1 120 Gives you this DragoGod_Character_BP You append _C to the end of it like this DragoGod_Character_BP_C and there you have the creature name you need. For a second example cheat SpawnDino "Blueprint'/Game/Mods/GodMod/GodMod/Puppet/Puppet_Character_BP.Puppet_Character_BP'" 1 1 1 120 Puppet_Character_BP Append _C to make it Puppet_Character_BP_C and done. Variables: ConfigAddNPCSpawnEntriesContainer= (Main Array for the whole add spawn container) NPCSpawnEntriesContainerClassString= (This sets the area in which the creature or creatures will spawn) AnEntryName= (Is a name you give the spawn controller you made) NPCSpawnEntries= (Array for setting Weights and defining what Creature(s) to spawn) EngryWeight - This value controls how quickly a creature will spawn. 0.01 gives a chance that every 1 out of 100 spawns will be the creature with that weight. Remember this is based on all spawns in the instance, not just the spawns in the specified area. NPCsToSpawnStrings= (Array to place in all of the creature(s) you want to spawn together set by NPCSPawnEntriesContainerClassString) NPCSpawnLimits= (Array for setting how many of a specified creature(s) spawns when the container is triggered) NPCClassString= (Creatures Class Name Goes here) MaxPercentageOfDesiredNumToAllow - Still does not appear to be working under further testing. With this value and the weights lowered it only appears to effect how often they spawn....not the maximum allowed. Options for ConfigAddNPCSpawnEntriesContainer=
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