Spawn Manager (Open contribution)

salva

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Jan 31, 2016
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Hello everyone, @ice cold is interested in making a spawn system for players, due to the low knowledge that he has maybe one of us can help.

Project link: https://github.com/icecolderino/SpawnsManager

Yes, I know, it's a very easy plugin to develop, but the objective of this message is:
1- Contribute to the novice developers (myself included) increase the knowledge about fougerite and rustlegacy
2- Learn to use the GitHub tool to do team development work
3- Create a union between the community of fougerite

Without further ado, I hope you like the idea
Greetings to all
 

MeshBenth

☒Rustʕ•ᴥ•ʔRedux☒
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Oct 5, 2017
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Hello everyone, @ice cold is interested in making a spawn system for players, due to the low knowledge that he has maybe one of us can help.

Project link: https://github.com/icecolderino/SpawnsManager

Yes, I know, it's a very easy plugin to develop, but the objective of this message is:
1- Contribute to the novice developers (myself included) increase the knowledge about fougerite and rustlegacy
2- Learn to use the GitHub tool to do team development work
3- Create a union between the community of fougerite

Without further ado, I hope you like the idea
Greetings to all
Do you want to change spawn points of players or loot? If so, why do not you import their file and add new ones?
 

salva

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Jan 31, 2016
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@MeshBenth Maybe you have not read carefully the objective of this message LOL :eek:
 

ice cold

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And what prevents you from spoiling the standard spawn points of players from the game and add to their list of their own? Why teleport the player to the point after spawn?o_O
you dont get it i see

Server owners are able to set new spawns on server so which someone spawns he wil be spawned on one of the random spawns that are been set
 

MeshBenth

☒Rustʕ•ᴥ•ʔRedux☒
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Oct 5, 2017
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you dont get it i see

Server owners are able to set new spawns on server so which someone spawns he wil be spawned on one of the random spawns that are been set
How I will be released I will lay out a plug-in on editing of the standard list of points of a spawn without crutches
 
  • Disagree
Reactions: ice cold

Jakkee

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I think @MeshBenth is saying that you could just use the built in SpawnManager in the server files, I’m 99.9% sure that you could easily add and remove the original spawn points.
This will remove the need to keep track (maybe) of the loctions you have set & Randomise the locations
 

ice cold

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ice cold

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I think @MeshBenth is saying that you could just use the built in SpawnManager in the server files, I’m 99.9% sure that you could easily add and remove the original spawn points.
This will remove the need to keep track (maybe) of the loctions you have set & Randomise the locations
We are like doing the same we dont tp the player to cords after being spawned but we spawn the player on random spawn points that are been saved
 

Jakkee

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C#:
RustServerManagement.Get().playerSpawns.Clear();
#Clear all spawns
RustServerManagement.Get().AddPlayerSpawn(GameObject spawn);
#Add new spawns ^
#Simple, No hooks or ini's needed
 

salva

Friendly self-taught developer
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Jan 31, 2016
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C#:
RustServerManagement.Get().playerSpawns.Clear();
#Clear all spawns
RustServerManagement.Get().AddPlayerSpawn(GameObject spawn);
#Add new spawns ^
#Simple, No hooks or ini's needed
That's a very easy way to do it, yesterday I tried a bit and found the list of original spawns, what I did not find was the clear () option, there was an option that was clone (), thanks @Jakkee
 

MeshBenth

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I tried to convey this to you ... At the start, we save all the points to a file from RustServerManagement - and at the right time with the corrections we load :)

P.S I continue the modification of the client

 

ice cold

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I tried to convey this to you ... At the start, we save all the points to a file from RustServerManagement - and at the right time with the corrections we load :)

P.S I continue the modification of the client

and why are you giving us those pictures?
 

salva

Friendly self-taught developer
Administrator
Jan 31, 2016
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I tried to convey this to you ... At the start, we save all the points to a file from RustServerManagement - and at the right time with the corrections we load :)

P.S I continue the modification of the client

Looks nice, oxide or fougerite?