Loot Spawn Point Editor 2 is the first second generation script on Originahl Scripts, it allows you to dynamically edit loot points on any map, of any gamemode on Garry's Mod, with several options as useful as efficient.
The cycle system allows you to choose a time to carry out a cycle. At each cycle the spawn point will show an object from the list you have created yourself, this chance of appearance is also configurable.
To add objects to the list it's very simple, just place them next to the objects then open the interface and click on "Detection", the system will automatically detect the surrounding entities, you just have to choose from the list, which makes the insertion easier and avoids syntax errors. The inserted objects will be automatically deleted. You have the possibility to write the class of the entity in the text box, then press enter to validate.
To meet all requirements I have created two operating modes switchable from the interface of a loot point.
Mode 0 = The system will automatically spawn the items on its list.
Mode 1 = The system will only spawn from its list when a player presses USE when close to a loot point. An example of use the map contains cabinets that you cannot delete, by placing a loot point on the cabinet in mode 1, the player will be able to trigger the loot from the cabinet. You have understood you can turn a static and useless object into a loot point that can be triggered by pressing the USE key. You can limit a delay from the interface to avoid spam.
The loot point has a luck rate system and a rarity editing system but what's the difference?
Pre-set the rate of chance that the Loot Point can make an object appear, means that if the Loot Point has a 50% chance of making an object appear, it also has a 50% chance of making nothing appear, but that's up to you.
While the rarity rate allows you to rarefy objects. For example a super lethal ammunition you put it at 1% chance of appearing against 99% for a normal ammunition. So your items that you want to make rare will remain rare.
Each loot point has a personalisation option, allowing you to get organised and also to create a map that can be used as a guide. You can edit the Point Name, Text Color, and change the icon.
You see the positions of the loot points only when admineyes is activated. The admineyes can be activated from the interface.
Everything is done from a clean and intuitive interface. To open the interface as an admin, simply press the USE key when you are nearby.
Even without an administration system you can have admins access if you add your own steamid in the configuration file.
Named AdminEyes, allows you to see all your loot points placed on the map. The icon of the point, its name, its colour and the distance in metres are displayed.
Like most of my scripts they are already translated into : English, French, German, Greek, Italian, Japanese, Russian, Spanish.
You can choose at what distance in meters the system activates and deactivates, if there is no player nearby the loot point is dormant, this distance is configurable from the interface of each point.
Why this choice? The Source engine has its limits concerning the number of elements on your server, if the map is badly optimized each entity will be a weight on the network and CPU if they themselves are badly optimized and will also increase the loading time of your server, players will take longer to reach your server. This system allows you to considerably reduce the number of unused entities in empty areas, and it is even better when the maps are large. Giving your server a new health without emptying it of its contents was a challenge to meet.
Can also be activated in the optimisation section, if the loot point, is deactivated because there are no more players in its area then the point will remove the loot it has generated. Thus the maps in the eyes of the players will remain well filled without overload.
User1 : "Is it compatible for vehicles?"
Author : "No. An Addon dedicated to vehicle spawn management is planned."
User2 : "Is it compatible for Npcs?"
Author : "Technically no, but it can work with some npcs if the class name is enough to make it spawn with all its resources. An Addon will be dedicated to the spawn integration of Npcs, with options more adapted to AI."
Tip to avoid leak of your scripts: How avoid the Leak of your scripts
Install an addon on Gmod: How install an addon on Gmod
Publish an addon on the Gmod workshop: Documentation how create a content pack to publish on the workshop?
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