Vehicle Spawn Zone with radius tracking, timer-based waves, and optional map marker support. Spawns vehicles when zone becomes empty after configurable interval.
Players now
0
Servers
1
Rating
100%
3 votes
Subscribers
-
1,149 downloads
Busiest servers running it 1 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- CurseVXZ
- Version
- 1.0.1
- Size
- 36 KB
- Licence
- APL
- Game version
- 1.6.0.95
- Likes
- 0 / 0 dislikes
- Published
- 20 Nov 2025
- Updated
- 9 months ago
- Workshop ID
- 66E873D8AE1E4DF3
Recent adoption
30 days: +1 −1 ↑0
- − TLC | TEST | DEV 1.0.1 3w ago
- + TLC | TEST | DEV 1.0.1 3w ago
Required by
2Often used with
8Version history
2-
v1.0.1 36 KB 2 Jan 2026
FIX RESPAWN
-
v1.0.0 35 KB 20 Nov 2025
Description from the Workshop
• What it does • Spawns vehicles at safe ground positions inside a radius around a GenericEntity. • Tracks only the vehicles it spawned ("owned"). While any owned vehicle remains inside the radius, the timer is paused. • When the last owned vehicle leaves the radius or is destroyed, a timer starts; after it elapses, a new wave is spawned (up to N vehicles, respecting spacing and a global max-alive limit). • Optional map marker can be shown at the zone center via a separate .et prefab that references your .edds icon. • Debug radius rendering is disabled by default to keep the map clean. • How to use (setup in World Editor) 1) Place a GenericEntity at the desired zone center. 2) Add the component: BDCM_VehicleSpawnZoneComponent. 3) Open the component and configure: • Vehicle Prefab1–4: select .et prefabs of vehicles to spawn (at least one). • Spawn Interval (seconds): delay before a wave after the zone becomes empty. Can be adjusted to any value you want—15 minutes (900 seconds), 1 hour (3600 seconds), or more. • Vehicles Per Wave: how many vehicles to spawn per timer tick. • Radius (meters): spawn/search radius around the center. • Max Alive: maximum number of owned vehicles existing at once. • Min Vehicle Spacing (meters): minimum distance between spawned vehicles. • Map Marker Prefab (optional): select your map-marker .et. To use a custom icon, create a GenericEntity-based marker prefab that points to your .edds (e.g., red-circle) and select it here. Adjust visibility/size in that prefab if needed. 4) Run the scenario. The component executes on the server; clients will only see the results (and the marker if configured). • Notes • Vehicles are placed on terrain height and checked against spacing both against already-owned vehicles and positions chosen within the same wave. • If no safe position is found within a limited number of attempts, that particular vehicle in the wave is skipped. • A vehicle that once leaves the radius is "released"...