Object Spawner

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INSTALLATION

  1. Open the downloaded ZIP product file and drop the folder in it somewhere in your resources folder.
  2. Add your product key (get it here) to the settings.ini file
  3. Add start BigDaddy-ObjectSpawner to your server.cfg.

DO NOT RENAME THE FOLDER.

If you change the name of the folder it will not function correctly so leave the name as it is.

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CONFIGURATION

SETTING DEFAULT DESCRIPTION
[licensing]
key1 none This is where you put your product key
[settings]
useAcePermission false Set to true if you want to use AcePerms to restrict access to the spawner menu (see instructions for using AcePerms above)
useBadgerPermissions false Set to true if you want to use BadgerAPI to restrict access to the spawner menu (see instructions for using AcePerms above)
permissions command The name you want to give the permission
allowAnyModel true To allow/disallow the spawning of any model in the game
DesyncKey number do not change this or the script will stop working

JSON FILE

There is a file in the root of this resource called SpawnableObjects.json and that is what tells the script what objects are available to spawn. name is the model name. This must be what the spawn name is for the model. friendlyName is what you want it to be called in the spawn menu. You can edit this file and add or remove items as you wish but the format of the data is very important since if you get it wrong it will break the script.

OBJECTS DO NOT PERSIST

When the server is restarted, the objects will be gone. They do not persist after a restart.

COMMANDS

COMMAND COMMAND optional INFO
/spawner v prop name Open spawner menu attaching to the vehicle you are in or looking at or if you include a prop name it will spawn any prop that exists in the game
/spawner w prop name Open spawner menu attaching to the world or if you include a prop name it will spawn any prop that exists in the game
/deleter Delete the closest object to you that you spawned
/clearer Meant as a "clean up" command. Should delete any spawned prop (the closest one) whether you were the one who spawned it or not

Object Mover Controls

NUM LOCK NUM LOCK * * / / + + - - 7

HOME 7... 8

^ 8... 9

PG UP 9... 1

END 1... 2

v 2... 3

PG DN 3... 4

< 4... 5 5 6

> 6... . . ENT ENT 0

INS 0... NUM LOCK NUM LOCK * * / / + + - - 7

HOME 7... 8

^ 8... 9

PG UP 9... 1

END 1... 2

v 2... 3

PG DN 3... 4

< 4... 5 5 6

> 6... . . ENT ENT 0

INS 0... PITCH Rotation PITCH Rotation UP and DOWN UP and DOWN YAW Rotation YAW Rotation ROLL Rotation ROLL RotationText is not SVG - cannot display

The arrow keys move an object that has been summoned but not placed. Left and right and forward and backward will feel pretty normal when you try it. You use the number pad numbers to rotate it. I could list here which keys do what but that actually might confuse you. Just know that NUM 4, NUM 6, NUM 7, NUM 9. NUM +, and NUM - on the number pad do the rotating. Just try each and get a feel for it. NUM 5 and NUM 8 move it up and down.

The number pad ENTER key does a HARD placement and the SPACEBAR does a SOFT placement. Although, those names don't always do what they sound like. Some objects when placed hard act as if they were soft and visa versa. Watch the video on this script's page to see more about that. It takes a little experimentation to figure out how some objects are going to react.

When you are done spawning objects press DEL to exit placement mode.