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DinoSpawnEntriesRedwoods_C
As in, for example
ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesRedwoods_C",NPCSpawnEntries=((AnEntryName="Giganotosaurus",EntryWeight=0.003422368,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Gigant_Character_BP_C"),ManualSpawnPointSpreadRadius=3000)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.000001)))
To add gigas to the redwoods.
ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesSwamp_C",NPCSpawnEntries=((AnEntryName="Sarcosuchus",EntryWeight=0.118750000,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C"),NPCsSpawnOffsets=((X=-315,Y=-516,Z=0),(X=343,Y=173,Z=0),(X=635,Y=33,Z=0)),NPCsToSpawnPercentageChance=(1,1,1),ManualSpawnPointSpreadRadius=1500)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Rhyniognatha/Rhynio_Character_BP.Rhynio_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05),(NPCClass="/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05)))
The offset applied there will make them spawn in a triangle around each other to allow them to disperse properly. I believe the radius is what you want so that more than one creature doesn't spawn on the same point, for example
ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesSwamp_C",NPCSpawnEntries=((AnEntryName="Sarcosuchus",EntryWeight=0.118750000,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C"),NPCsSpawnOffsets=((X=-315,Y=-516,Z=0),(X=343,Y=173,Z=0),(X=635,Y=33,Z=0)),NPCsToSpawnPercentageChance=(1,1,1),ManualSpawnPointSpreadRadius=1500),(AnEntryName="Rhyniognatha",EntryWeight=0.005937500,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Rhyniognatha/Rhynio_Character_BP.Rhynio_Character_BP_C"),ManualSpawnPointSpreadRadius=20000)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Rhyniognatha/Rhynio_Character_BP.Rhynio_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.000001),(NPCClass="/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05)))
That's an example of Sarcos and the flying bugs from Island added to Center swamps, with the bug given a single spawn with a wider radius to disperse it more, and each time a sarco would spawn, it'll spawn in a group of 3. It never quite works perfect but you can get it to do the job, it'll often take multiple dino wipes and tweaking of the code to unsure no over/underspawning. I've coded clusters for ASE for years on Xbox/Win10 and have been doing it recently on Ascended, make sure when you're relaunching the server to either tell it to wipe wild dinos, or using
Cheat destroywilddinos
When in game. If you use a mod such as Admin Panel, you can negate the need to fly around aimlessly to check spawns, and can pull up a list of the exact number of spawns of a certain dino (E.g Gigas) and have the option to teleport directly to them which is a godsend for time efficiency. More than any other bit of code, whether player stats or loot crate content, dino spawning will take the most time to get right so don't worry if it takes a few tries
Edit - You can also make creatures spawn in a specific level range this way, such as
ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_C",NPCSpawnEntries=((AnEntryName="Rex",EntryWeight=0.087875,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C","/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C","/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C"),NPCDifficultyLevelRanges=((EnemyLevelsMin=(20),EnemyLevelsMax=(30.999999),GameDifficulties=(0)),(EnemyLevelsMin=(20),EnemyLevelsMax=(30.999999),GameDifficulties=(0)),(EnemyLevelsMin=(20),EnemyLevelsMax=(30.999999),GameDifficulties=(0))),NPCsSpawnOffsets=((X=266,Y=-15,Z=0),(X=483,Y=-57,Z=0),(X=-476,Y=-147,Z=0)),NPCsToSpawnPercentageChance=(0.333333333,0.666666667,1),ManualSpawnPointSpreadRadius=1500)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05)))
Making them using default difficulty values, guarantee to spawn between level 100-150 to stop any noob level 5's or 10's
https://ark.wiki.gg/wiki/Spawn_entries
https://ark.wiki.gg/wiki/Beacon_IDs
That's what I use as reference when doing code, it comes in really handy.
Like you say, you can just use code like that as a base and modify it from there without a need for Beacon, checking spawn entries to see if there is any difference to the region code per map. As far as I remember from Survival Evolved, Island, Center and Ragnarok have the same base loot drop Id's/spawn regions, with Aberration, Scorched, Genesis, Fjordur, Extinction and Lost Island having unique spawn zones and/or drop codes. Good luck with your SP server
I'm trying to use your code to make Carcha spawns on Ext a bit more consistent by adding a permanent 1-and-only-1 spawn to DinoSpawnEntries_CityObelisk_C, but the NPCSpawnLimits seems to be ignored (5+ spawn consistently after every wipe) regardless of whether I use NPCClass="blueprint path" or NPCClassString="Carcha_Character_BP_C", any ideas what I'm not doing correctly?
Does this have anything to do with DinoSpawnEntries_CityObelisk_C having 6 nodes?
Edit: Setting MaxPercentageOfDesiredNumToAllow=0 still results in spawns > 1