Can you, please, add an option, so timers would start count only on event ends? It's pretty weird to count timer from start event when you have one not ended. For example, Cargo ship spawned and the option for spawn interval is 30 min and cargo swim around for 30 min, so when this cargo will swim away, new one will appear right after. So if I want to have an active cargo every 30 min (for example) I need to know how many time it will swim around untill he dissapear and add this time to the interval and it will be like 60, but why do I need this? Is it possible to start counting time only when the current event will became inactive? Can you add this as an option? Sorry for my english, hope you can understand :)
Count time from the end of event, not the startNo Thanks
Did you try this configuration option?
"RestartTimerOnDeath": "True"
it fires a reset of the timer using the hook: OnEntityDeath
Let me know if it is not working for you.
"RestartTimerOnDeath": "True"
it fires a reset of the timer using the hook: OnEntityDeath
Let me know if it is not working for you.
This option is set to true, but I still got described behavior. Maybe it's because Cargo Ship never dies? xD
...
01:30 [Info] [AutomatedEvents] Spawning CargoShip
01:30 [Info] [AutomatedEvents] Next Cargo Ship in 132 minutes
...
03:42 [Info] [AutomatedEvents] Spawning CargoShipSame thing with airdrop. It would be great to check if one still exists and reset timer when player looted existing one. But I guess it would be even better just not to start a timer at all before the airdrop/cargo ship disappears. 'cuz if I set the interval too low, duplicates will start spawning? Let me test this one.
12:25 [Info] [AutomatedEvents] Next Cargo Plane in 5 minutes
12:30 [Info] [AutomatedEvents] Spawning Fancy Drop Cargo Plane
12:30 [Info] [FancyDrop] Random Airdrop of type 'regular' incoming at: (1023, 15, 4) grid area: U13
12:30 [Info] [AutomatedEvents] Next Cargo Plane in 5 minutes
12:35 [Info] [AutomatedEvents] Spawning Fancy Drop Cargo Plane
12:35 [Info] [FancyDrop] Random Airdrop of type 'regular' incoming at: (950, 13, 12) grid area: U13
12:35 [Info] [AutomatedEvents] Next Cargo Plane in 5 minutes
12:37 [Info] [FancyDrop] MON@H (76561198020822150) looted the Drop at: (951, 13, 7) grid area: U13
12:37 [Info] [FancyDrop] MON@H (76561198020822150) looted the Drop at: (1030, 15, 1) grid area: U13
12:38 [Warning] Calling 'Unload' on 'AutomatedEvents v0.3.25' took 559ms
12:38 [Info] Unloaded plugin AutomatedEvents v0.3.25 by k1lly0u/mspeedieThe problem is I don't know what time will took events to end, like how long will cargo swim around, or Airdrop will be looted/disappears, so how can I predict those timers?
Maybe you can add something like "Maximum allowed at once" option?
But the best solution, as of my point of view, is to start timer only when the current event ends. Then we can have a predictable events system.
There is a limiter per type:"MaximumNumber": 1,You might want to research the length of events to schedule them with spacing that works for you. I will check on the hook firing for cargo ships.
Merged post
The hook does not fire for CargoShip and CargoPlane as they are not player destroyable, it is expected that the admin will set their timers to the spacing they want. The Bradly, Helicopter and Chinook as have a resettable timer as they are player destroyable.
Merged post
The hook does not fire for CargoShip and CargoPlane as they are not player destroyable, it is expected that the admin will set their timers to the spacing they want. The Bradly, Helicopter and Chinook as have a resettable timer as they are player destroyable.
Locked automatically