Lua's Custom Spawn Points 1.5.2

Time to make our own spawn points

Add More Spawn Points for Bot and Player


:!: This mod requires at least EFT 12.11 and AKI 2.0.0:!:


Check the comments section for custom spawn points!

MOD IS DISABLED by Default, Check config.json

  • Since EFT 12.11, You can add spawn points on your own
  • There is quite a lot of limitation to adding spawn points
    • Check out !Readme/example.json for "how to add" details
  • You can make new folder in "config/spawnpoints" and make it as your own preset
    • Please share your spawn points to each others for more randomness spawn points!
  • Beware to add spawn points on bad place
    • Bots on under water will be teleported to somewhere (Only tested on Customs)
      • If bots move into Customs bridge river will be teleport to center of the map location (Nearby sniper spawn point)
    • Bots may not spawn in bad place
      • This is how EFT works, if spawn point doesn't have Nav mesh or not a place to bots spawned, most likely get killed/teleport/no spawn
    • Bots may trying to return their own spawn zone
      • For example, bot spawns woods nearby dormitory in Customs will trying to return to dormitory immediately if spawned with "ZoneDomitory"
  • Resources



Thanks for the tip justNU!

  • Version 1.5.2

    • Supported "akiVersion": 3.2.x - 3.3.0
      • Ignore version compatible warning server logs
  • Version 1.5.1

    • Added "lighthouse" in config.json
    • Supported "akiVersion": 3.1.x - 3.2.0
  • Version 1.5.0

    • Updated for Typescript
    • Added /config/spawnpoints folder check and create
    • Mod is now disabled by default
    • Supported "akiVersion": 3.1.x / 3.2.0
      • "lighthouse" is missing in the config.json but you can manually add and use without update source code
  • Version 1.4.2

    • Supported "akiVersion": 2.2.0
  • Version 1.4.1 (2.1.2)

    • Package updated for Aki 2.1.2
  • Version 1.4.1

    • Fixed "DisableFolderList" when more than one folder listed
  • Version 1.4

    • Fixed Skipping "factory4_night" map generation
    • Some of code changes
    • Renamed "RemoveDefaultSpawnPoints" to "DisableDefaultSpawnPoints"
    • Changed default value of mod "Enabled" to true
    • Updated More detailed logs
    • Updated !Readme/example.json
    • Updated "DisableDefaultSpawnPoints" to use each maps and each categories
    • Added Debug configs for Unlimited Raid Time, Stamina, No Fall Damage
    • Added "PrintMapLoadLogs" config, default is enabled
    • Added No spawn point checks for "Player" and "Bot" and recover spawn points from map file
  • Version 1.3

    • Updated map info gathering method, Now it's properly uses all Spawn Zones.
      • If you want to update the list, simply delete the files in "config/spawnpoints" and restart the server
        (Backup If you have own custom spawn points, This method only works on main folder, you don't have to delete folders inside)
      • Thanks for the report, Danersx!
  • Version 1.2

    • Fixed multiple presets loading
    • A little bit of refactoring
    • Removed example of spawn presets (Lua)
    • (1.2 Re-upload) Removed debug code
  • Version 1.1

    Public Release

  • Like 1
  • Does this work with 3.6.0/3.6.1?

    • Nope. Someone should rebuild it and reupload

  • its saying that version 1.5.2 is disabled for what ever reason when i launch the server. im 3.5.7 so is this hte problem or is it conflicting with another mod?


    "Loading: Lua-CustomSpawnPoints 1.5.2 [Disabled]"

    • "Enabled": false, change this to true
          "PrintMapLoadLogs": true,
          "DisableDefaultSpawnPoints":


      as per the description, this mod is disabled by default.


      go to D:\3.6.0\user\mods\Lua-CustomSpawnPoints\config\config.json .

      Thumbs Up 1
  • does this conflict with open zones?

  • works for me in 3.5

    • do you use svm? is a loadorder necassary? mine dosen´t work -.-

  • Does this work on 3.5.0?

  • were i need put the order file ?


    ichn beplnex order or mod order ?

  • is it compatible with aki 3.4.1 ?

  • So, I'm not sure if I did it right when setting things to true. But the AI seem to run to one area of the map to kill each other.. It seems they do this at new gas bridge or inside of dorms. I also added Doc's Gangstalker spawn config which I know I put those in the right place.


    Was I suppose to make those bot, player, & boss to true as well or just to enable the mod its self?

  • I have some questions:

    1-Can all the listed custom spawn points below be used altogether or do i need to choose which one i need to use?

    2-To make the mod work, do i need to change all the "DisableDefaultSpawnPoints" values to true? (For both Bot and Player?)

    ? 1
  • Hey, the link doesn't work for me, is that normal ?

    • google drive link is fine

  • is there any way to add new SpawnZones or edit the existing ones?

    • Only I can think about that is edit maps bundle manually

  • Is there a way to filter out bosses so that they only use either default spawns or a specific spawn?

    • You need to edit out the other type spawn points if you have any custom spawn points

    • I'm sorry, I don't think I quite understand. I'd like the Scavs and PMCs to use the custom spawns but not the Bosses. Is that even possible? Since in the read me file for "Categories" it states that Bosses can also use "Bot" spawns. So, I don't understand how to isolate spawns for Bosses only.

    • Well, I'm afraid nothing much can do about it in that case unless patching boss spawns on client.

  • This mod is really helping me with my farming runs, it's nice being able to spawn close to where you want to do your loot runs. Is it possible to also create your own extract points? I know this mod doesn't do that, but in general is that something that can be done, or are extracts implemented in such a way that it would be impossible to do this through modding? Even being able to activate an extract that was removed, like Rock Passage on Shoreline, would be great.

    • Sadly not, extracts are hard coded in the client

  • WIth using Extended Bot Spawns and on customs with scav waves turned to 0 with 0 instant waves as well to try and get only PMCs spawning for quest purposes, still getting scavs to spawn all around, lots of gunfights around the map from the start of the raid with PMCs dying. Anyone know why with scavs completely disabled in SR why I would still be getting spawns throughout the map?


    Another question: what are the accepted values for chances for bot spawns in particular zones in the map? I can't find anything about this, setting PMC spawns to '6' in Dorms resulted in finding 0-1 PMC which was usually killed by a scav by the time I got there.


    Thanks

  • Hello, I really do like all your mods and am trying to get hang of this. I am however having a problem anytime I enable this mod.


    (node:36080) UnhandledPromiseRejectionWarning: TypeError: colors[Colorizer.allColors[lookup]] is not a function

    at Colorizer.colorize (C:\Users\Zach\Desktop\SPT\node_modules\logform\colorize.js:73:49)

    at Colorizer.transform (C:\Users\Zach\Desktop\SPT\node_modules\logform\colorize.js:94:28)

    at Format.transform (C:\Users\Zach\Desktop\SPT\node_modules\logform\combine.js:20:24)

    at Console._write (C:\Users\Zach\Desktop\SPT\node_modules\winston-transport\index.js:91:33)

    at doWrite (C:\Users\Zach\Desktop\SPT\node_modules\readable-stream\lib\_stream_writable.js:409:139)

    at writeOrBuffer (C:\Users\Zach\Desktop\SPT\node_modules\readable-stream\lib\_stream_writable.js:398:5)

    at Console.Writable.write (C:\Users\Zach\Desktop\SPT\node_modules\readable-stream\lib\_stream_writable.js:307:11)

    at DerivedLogger.ondata (C:\Users\Zach\Desktop\SPT\node_modules\readable-stream\lib\_stream_readable.js:681:20)

    at DerivedLogger.emit (events.js:315:20)

    at addChunk (C:\Users\Zach\Desktop\SPT\node_modules\readable-stream\lib\_stream_readable.js:298:12)

    (Use `Aki.Server --trace-warnings ...` to show where the warning was created)


    This is the error I get and it repeats about 15 times. I am running a decent amount of mods but I dont believe any of them have said they conflict with this. Any input would be great as I am wanting to try some different configs mainly the Extended Bot Spawnpoints. Thank you.

    • Does this since its a spawn mod, conflict with the Lua Spawn Rework cause I do run that.

    • check the spt version, clearly you used old version

    • You are....amazing. I just got this and thought it was the newest. Apologies on dumb question.

  • I love this mod! Is there a way to only apply it to PMCbots and not scavs? Thanks for all the hardwork!!!

    • I did tested about it long time ago and forget now, you may find some info in readme file in the mod folder.

  • Hello, is there a possibility to use this mod with AKI 3.0.0?

    TY

    :)

    • I'm not going to but feel free to edit your own to do that.

  • Would this work together with FAIL+FAIT?

    • It should fine with any other mods unless they messes up the spawn points not the bots spawn.

      Heart 1
  • The config has no option to disable default spawns on lighthouse.

    • I forget to adds when update 1.5.0 and fixed on my side but didn't push the update since no needs at this moment.

      However, you can manually add "lighthouse" in config file without update source code.

      I'll add side note on version history.

  • Yo. 3.2.0 version's package.json is set to 3.1.*, so the server says the mod isn't compatible. It worked after I set it to 3.2.0 instead. Just a heads up

    • It only gives a warning, doesn't matter it is 3.2.0 or 3.1.* to work on spt 3.2.0

  • says this mod is disabled in the server log before launching game....is it still working?

  • I'm glad you updated this one :)


    I just released a new version of Path To Tarkov to be compatible with your mod (AKI 3.1.1)


    Also, there is a very promising work here: Extended Bot Spawnpoints


    Thank you for your work Lua  <3

    Thumbs Up 1
  • It would be great to have a working example file for one map.

    With all "SpawnZone" and "Infiltration" names.

    Or where can someone look up all the names for all maps?

    1 Bot spawn and 1 Player spawn definition included would make it even better.


    It would make it easier for others to create and share.


    Thanks for your great mod!

    • mod generates the all maps data upon first mod load, you can use it

    • Thank you


      Is there a resource where I can see which zone is where?

      I can not figure out some zones on customs.

    • Unfortunately, nope. you can find some imaged maps data by googling or asking in the pub but not all maps. you have to guess or find out yourself

    • I looked at the default spawn coordinates inside this file:

      \Aki_Data\Server\database\locations\bigmap\base.json"


      This shows the zone in which the current spawns are:

      (not sure how to link the image properly)

      ZbwSwsB

    • yeah, you have to work with these if you wnat to work on your own

  • OMG,


    well, it is the reason to play 3.1.1

    Like 1 Thumbs Up 1
  • Thank you SO much for updating this mod and your Spawn Rework mod...you are a true Legend.

    Like 1
  • I hope you have time to update this mod to 3.0.0 because this adds variety to where AI will spawn.

    Like 1
  • sorry, but what exactly is the difference between this "custom spawn points" and your "spawn rework"? Do i need both?

    • "Spawn points" mod serves to create new spawn zones on maps where bots normally not spawn. And "spawn rework" mod serves to modify spawn (bot) values, such as how many bots will be spawned or when they spawn. Both mods are standalone, so you don't need both.

      Thanks 1
  • Works great, but why sometimes some bots spawn in mass in some of the new spawn points? For example I add a mod with new spawns and while they do work, there is always one "hotspot" where for some reason one spawn point generates multiple bots over time

    • as mod description said, some spawn points are not allowed to spawn bots by game and bots will teleported.

      It requires to fix by module patch and it probably not from me.

  • In zone dormitory on customs, i have all waves except PMC set to 0, i have max pmc set to 2, i have 3 custom spawn point, one for usec, one for bear, and one for player, however around 5 pmc's consistently spawn on the player spawn, none spawn on the bear or usec spawns.

    • I don't think SPT patches the bots to be Usec or Bear on client side, it's still Bots and just looks like PMC and giving dogtags.

      Plus, If bot doesn't have any available spawn points to spawn they will spawn other spawn points.