I'm just trying to figure this scenario stuff out and stuck on this one. Is it possible to spawn an SV blueprint on a planet in a survival game? I see it can be done in a Creative game as a "Fixed" type, but the same command doesn't seem to work for Survival: Fixed: - Type: SV_Player Prefab: Drop_Pod Mode: Survival Name: Drop_Pod Pos: [ -10, 75, 10] Rot: [ 0, -144, 0 ] Properties: [] The group name, prefab name and file name are all 'Drop_Pod' if that makes a difference. The one thing I haven't tried yet, but I'm pretty sure isn't possible, is to try and make it a POI. But I think I read that only BA and CV are allowed as a POI. If I can't spawn my own SV in a scenario, can I at least spawn in an Escape Pod already on the ground at a location I choose? Thanks!
Check out the exampleplanet files. They indicate that you can randomly spawn a SV. Code: Random: - GroupName: Wreckage # Group name of POI # Type: SV_Player # Optional for special type of POI: SV_Player, HV_Player, CV_Player. If not used, then POI is a Base (default setting) CountMinMax: [ 1, 1 ] # Range of number of POIs of this group to distribute on planet DroneProb: 0 # Probability that a POI is defended by drones DronesMinMax: [ 1, 1 ] # Range of number of drones that defend POI ReserveCount: 1 # Number of drones that will be replaced when destroyed TroopTransport: False # If troop transport will be sent PlayerStart: True # Use with first POI if player should be spawned here, use a Count of 1 for such POIs (CountMinMax: [ 1, 1 ]) Properties: - Key: PersonalContainer # Personal Container Value: "Drill, Chainsaw, BioFuel:4, ConstructorSurvival, OxygenGeneratorSmall, AutoMinerCore:5, Core, TomatoStage1, WheatStage1, CornStage1, PumpkinStage1, PearthingStage1, DurianRoot, RadiationPills, EVABoost" # Content of Personal Container - Key: MapDistance # Sets visibility of map markers in meters. Optional property to override the default visibility setting. Value: 500 # Reveals map marker if player is 500m away from object. If set to 0, map marker will never be revealed - Key: MapMarker # Sets color of HUD marker Value: Neutral # Neutral means the HUD marker is white