TrainWreck-SpawnSystem
by Badger 2-3
1.0.43
- System now leverages the new skip waypoint flag. This allows the Spawn system to apply its own default waypoint without having to fight the GM mod assigning defend.
- Game Version
- 1.6.0.76
- Created
- Tue, 02 Dec 2025 00:04:43 GMT
- Last Modified
- Tue, 02 Dec 2025 00:04:46 GMT
1.0.42
- Removed Entity.GetSize call. Wasn't being used an caused certain issues with other mods that were erroring out. Prob better way to acquire vehicle sizes
- Game Version
- 1.6.0.54
- Created
- Thu, 06 Nov 2025 03:58:30 GMT
- Last Modified
- Thu, 06 Nov 2025 03:58:35 GMT
1.0.41
Added log statements to help debug things. These statements are only logged if debug flag is enabled.... so ya'll aren't spammed
- Game Version
- 1.4.0.48
- Created
- Tue, 22 Jul 2025 10:41:06 GMT
- Last Modified
- Tue, 22 Jul 2025 10:41:08 GMT
1.0.40
- Game Version
- 1.4.0.48
- Created
- Sun, 20 Jul 2025 19:45:04 GMT
- Last Modified
- Sun, 20 Jul 2025 19:45:06 GMT
1.0.27
- Game Version
- 1.4.0.48
- Created
- Sun, 20 Jul 2025 19:37:13 GMT
- Last Modified
- Sun, 20 Jul 2025 19:37:15 GMT
1.0.26
I think I must have forgotten to push something cuz spawn thing broke... maybe this fixes it
- Game Version
- 1.4.0.48
- Created
- Sun, 20 Jul 2025 19:33:15 GMT
- Last Modified
- Sun, 20 Jul 2025 19:33:17 GMT
1.0.25
## Grid Subscriptions - Refactored `TW_MonitorPositions` class to allow subscribing to a grid and radius ## Spawn System - AntiGridSize has been added back. The Spawn and AntiSpawn grids can now be separated or combined at runtime. - Removed method within `SCR_BaseGameMode` that was used to retrieve the `TW_OnPlayerPositionsChangedInvoker`. Instead, should use `TW_MonitorPositions` to retrieve the invoker. ## TW_AISpawnPoint and TW_VehicleSpawnPoint - Exposed parameter which drives whether a vehicle spawn point gets removed from the world when used or not - Refactored out the grid management for these spawn points into separate classes
- Game Version
- 1.4.0.48
- Created
- Tue, 15 Jul 2025 15:16:53 GMT
- Last Modified
- Tue, 15 Jul 2025 15:16:57 GMT
1.0.24
- Refactored logic around. Temporarily removing anti spawn grid, combining it to SpawnGrid... need to figure out a more elegant way of having multiple systems looking at a grid with different radiuses and how that would impact performance. The anti spawn functionality exists, it's just using the same grid square size.
- Game Version
- 1.4.0.48
- Created
- Sun, 13 Jul 2025 12:09:49 GMT
- Last Modified
- Sun, 13 Jul 2025 12:09:51 GMT
1.0.23
- Toolbar action (top bar) now contains a train wreck button which opens the Faction spawn settings. - Menu for modifying faction spawn settings has been created. I hope it works with gamepad! Can use tab navigational buttons (Q/E, and I think it's the bumpers on gamepad) to swap between left/right panels. Can press Escape/Menu to save the current settings. - When settings are saved, it should update the spawn manager. - Scenario Properties in Game Master contains spawn settings, such as grid size, spawn interval, etc.
- Game Version
- 1.4.0.45
- Created
- Sun, 29 Jun 2025 02:36:58 GMT
- Last Modified
- Sun, 29 Jun 2025 02:37:01 GMT
1.0.22
1.3.0 WARNING Will require deleting your spawnSettings.json. Sorry... but a UI for things is being worked on - it's a lot of work to do. All things are disabled by default SYSTEM CHANGES - AI that are spawned using this mod are flagged! When we "garbage collect AI" we now ONLY do so on units we manage! This means GameMasters or scenarios that spawn AI should no longer be impacted by our garbage collection system. Thank you EverElizaldeGaming for pointing this out and being our guinea pig for a lot of things. - Fixed AI counts not ... counting correctly. They are also limited to only counting AI that WE manage. So if you have 30 units expected, it's 30 units OUR system manages. - Fixed (hopefully) a bug where AI eventually stopped spawning altogether. Recursion is great until you forget to reset a flag... it's fine. Thanks again to EverElizaldeGaming for bringing this to our attention. SO FAR... *knock on wood* the fix is holding. I'll let you all be the judge of that. ---------------- AREAS OF INTEREST Added an alpha-testable state for spawning compositions or "areas of interest" around the map in a ... semi coherent manner. This is something you have to enable in the spawnSettings file. It's not perfect but I think is an interesting approach to eventually achieving truly procedural scenarios on ANY terrain without having to fiddle with things outside of our config file. ---------------- VEHICLE SPAWN POINTS Vehicles spawns are now used! Just like the AI spawn points in/on buildings we have vehicle spawn points that have been waiting, lurking, eager to be used inside of buildings! I'm sorry friends but it'll be painful for this first iteration. I'm trying to make an algorithmic approach to automatically assign vehicles based on size (so mods work without much effort). Each vehicle spawn has size variants that are allowed to spawn there. In the spawnSettings.json file you will need to figure out what you want to enable. System picks vehicles based on the factions that are enabled. Allowed types "Small", "Medium", "Large", "Air" FYI: Air is not used yet... we'll have uses for that eventually.
- Game Version
- 1.3.0.130
- Created
- Thu, 27 Mar 2025 20:19:22 GMT
- Last Modified
- Thu, 27 Mar 2025 20:19:29 GMT
1.0.21
- No changes to mod itself. Just adding github info so folks can contribute, create an issue/feature request.
- Game Version
- 1.2.1.189
- Created
- Fri, 31 Jan 2025 23:21:14 GMT
- Last Modified
- Fri, 31 Jan 2025 23:21:22 GMT
1.0.20
- Refactored saving/loading to see if this helps fix a problem on a few servers..... backwards compatability prob won't work. Delete and regenerate if it breaks.
- Game Version
- 1.2.1.169
- Created
- Tue, 17 Dec 2024 01:59:39 GMT
- Last Modified
- Tue, 17 Dec 2024 01:59:47 GMT
1.0.19
- Definitely at a loss as to why spawn settings aren't getting pulled in correctly on windows
- Game Version
- 1.2.1.169
- Created
- Sun, 15 Dec 2024 20:50:13 GMT
- Last Modified
- Sun, 15 Dec 2024 20:50:35 GMT
1.0.18
- More testing
- Game Version
- 1.2.1.169
- Created
- Sun, 15 Dec 2024 19:41:08 GMT
- Last Modified
- Sun, 15 Dec 2024 19:41:26 GMT
1.0.17
- More testing
- Game Version
- 1.2.1.169
- Created
- Sun, 15 Dec 2024 19:22:59 GMT
- Last Modified
- Sun, 15 Dec 2024 19:23:08 GMT
1.0.16
- More Windows Dedicated server testing
- Game Version
- 1.2.1.169
- Created
- Sun, 15 Dec 2024 15:45:27 GMT
- Last Modified
- Sun, 15 Dec 2024 15:45:33 GMT
1.0.15
- Nothing functionaly different other than a bunch of log statements added to help debug something on windows dedicated (aint programming fun)
- Game Version
- 1.2.1.169
- Created
- Sun, 15 Dec 2024 14:43:28 GMT
- Last Modified
- Sun, 15 Dec 2024 14:43:33 GMT
1.0.14
- This is in response to us changing GM behavior. We noticed spawn system + loot manager introduces weird behavior with loot tables! Trying to fix this.... works locally but does it work on dedicated
- Game Version
- 1.2.1.169
- Created
- Fri, 13 Dec 2024 00:12:24 GMT
- Last Modified
- Fri, 13 Dec 2024 00:12:35 GMT
1.0.13
- Introduced a new configurable option "GroupSize". Groups will spawn with a random amount between 1 and your value (default of 3). Since individual behaviors are weird with new update - this is in hopes to introduce a variety of behavior now that groups are better!
- Game Version
- 1.2.1.169
- Created
- Thu, 12 Dec 2024 16:43:59 GMT
- Last Modified
- Thu, 12 Dec 2024 16:44:06 GMT
1.0.12
- fixed wanderer
- Game Version
- 1.2.0.124
- Created
- Sat, 19 Oct 2024 20:25:07 GMT
- Last Modified
- Sat, 19 Oct 2024 20:25:24 GMT
1.0.11
- addressed empty group
- Game Version
- 1.2.0.124
- Created
- Sat, 19 Oct 2024 19:02:11 GMT
- Last Modified
- Sat, 19 Oct 2024 19:02:22 GMT
1.0.10
- wander loop adjustment
- Game Version
- 1.2.0.124
- Created
- Sat, 19 Oct 2024 18:12:31 GMT
- Last Modified
- Sat, 19 Oct 2024 18:12:37 GMT
1.0.9
- Changed default logic for config file. Factions are disabled, character chances are set to 0 by default. Allowing mission creators to specifically add what they want - Fixed: Config file not merging with scenario mods. Designers should not have to delete the spawn config to see new factions now.... hopefully
- Game Version
- 1.2.0.124
- Created
- Sat, 19 Oct 2024 14:56:01 GMT
- Last Modified
- Sat, 19 Oct 2024 14:56:04 GMT
1.0.8
- AI chance to wander around loaded chunks - Behaviors are defined per faction (insetad of globally)
- Game Version
- 1.2.0.124
- Created
- Sat, 05 Oct 2024 15:15:22 GMT
- Last Modified
- Sat, 05 Oct 2024 15:15:26 GMT
1.0.7
- Updated default values for spawn settings config file
- Game Version
- 1.2.0.124
- Created
- Thu, 03 Oct 2024 22:10:34 GMT
- Last Modified
- Thu, 03 Oct 2024 22:10:37 GMT
1.0.6
- New prefab added for defend
- Game Version
- 1.2.0.124
- Created
- Wed, 02 Oct 2024 02:43:02 GMT
- Last Modified
- Wed, 02 Oct 2024 02:43:07 GMT
1.0.5
- Fixed issue where groups were not assigned waypoints upon spawn. Apparently a delay was all that was needed between spawn + waypoint assignment.... go figure!
- Game Version
- 1.2.0.124
- Created
- Wed, 02 Oct 2024 00:21:00 GMT
- Last Modified
- Wed, 02 Oct 2024 00:21:04 GMT
1.0.4
- Behaviors assigned to units at spawn are not configurable - Fixed bug where spawn points from unloaded chunks remained in list.
- Game Version
- 1.2.0.124
- Created
- Tue, 01 Oct 2024 22:41:28 GMT
- Last Modified
- Tue, 01 Oct 2024 22:41:31 GMT
1.0.3
- Potential fix for factions not getting picked
- Game Version
- 1.2.0.124
- Created
- Tue, 01 Oct 2024 02:03:53 GMT
- Last Modified
- Tue, 01 Oct 2024 02:03:58 GMT
1.0.2
- Made some tweaks to server checks
- Game Version
- 1.2.0.124
- Created
- Tue, 01 Oct 2024 01:39:07 GMT
- Last Modified
- Tue, 01 Oct 2024 01:39:11 GMT




