Choose where a supply crate lands so nobody gets it for free
A supply crate falling out of the sky is a great event until it lands on a player's head, in the middle of someone's base, or next to the last crate. It has to be decided by the server in a way that repeats exactly and still gives an answer when the map is crowded.
Why this works
A prize is only exciting if reaching it is a decision, so it must not land at someone's feet. Picking from a fixed list of seeded candidates keeps the choice fair, repeatable for finding bugs, and always finishing with an answer.
When not to use it
Skip it when the drop point is part of the story or a map feature that players should learn, such as a fixed landing field. Then announce one known place, so people can plan around it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 43 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Choose where a supply crate lands so nobody gets it for free" (read_entry supply-drop-landing-spot) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP