Features
- Automatic Mesh Detection - Detects and destroys wild dinos stuck in the mesh
- Configurable Ray Distance - Set custom top and bottom map distances to prevent false detections
- Custom Kill Zones - Define custom kill boxes for areas that automatic detection may miss (e.g., cave zones)
- In-Game Configuration - Create kill zones using simple chat commands
- Per-Map Settings - Configure each map independently with its own settings
Commands
- /newbox "name" - Start creating a new kill zone with the specified name (must be unique)
- /setcorner1 - Set the first corner of the kill box at your current CCC coordinates
- /setcorner2 - Set the second corner of the kill box at your current CCC coordinates
- /confirm - Confirm and save the kill zone configuration
- /cancel - Cancel the current kill zone setup
Configuration
Code:
{
"MapName_WP": { // Server Key - must match your map name
"TopRayDistance": 150000, // Top distance to check for bounce back (too low will flag caves as mesh)
"BottomRayDistance": 150000, // Bottom distance to check for bounce back (too low will flag oceans as mesh)
"DinosPerTick": 20, // How many dinos to process per tick
"Kill Zones": { // Custom kill zones - use in-game commands to create these
"ZoneName 14.2 24.7": { // Unique name for the kill zone (GPS coords recommended)
"Corner1": [ // CCC coordinates for first corner of the box
-120699.44,
-287856.53,
-55583.46
],
"Corner2": [ // CCC coordinates for second corner of the box
-195681.55,
-189251.41,
-72733.10
]
}
// Additional kill zones are automatically added when using in-game commands
}
}
}
Configuration Settings
- TopRayDistance - Distance to check upward for mesh detection. Too low will cause caves to flag dinos as meshed
- BottomRayDistance - Distance to check downward for mesh detection. Too low will cause oceans to flag dinos as meshed
- DinosPerTick - Number of dinos to process each tick (affects performance)
- Kill Zones - Custom defined areas where dinos will be destroyed regardless of mesh detection
How It Works
1. Plugin scans wild dinos on the map each tick
2. For each dino, it casts rays upward and downward to detect if the dino is inside the mesh
3. If rays don't bounce back within the configured distance, the dino is considered meshed and destroyed
4. Custom kill zones bypass ray detection - any wild dino inside a kill zone box is destroyed
Notes
- The server key must match your map name or the Specified ServerKey in launch Parameters (e.g., TheIsland_WP, Extinction_WP)
- Custom kill zones are defined by two opposite corners forming a 3D box
- Use GPS coordinates in zone names for easy identification
- Adjust DinosPerTick based on server performance - higher values check more dinos but use more resources
- Ray distances should be tuned per-map to avoid false positives in caves or underwater areas