create_event_director
Generate a generalized L4D-style AI/pacing director component (host-authoritative). On a configurable interval the host rolls a weighted pick over a [Property] List<GameObject> EventPrefabs (with a parallel List<float> Weights), skips any event already active (dedupe) and anything past a MaxActiv...
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What create_event_director does on Sbox
AI agents invoke create_event_director to trigger actions in Sbox. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
Why create_event_director is rated High
This tool generates and executes a pacing director component that dynamically spawns networked game objects, manages concurrency, and controls event lifecycles. It triggers external operations in the game engine whose effects depend on the provided arguments (prefabs, weights, timing).
From the tool's definition NetworkSpawns it, clones the chosen prefab, attaches a generated {name}TimedEvent companion so each spawned event self-destructs after EventLifetime seconds — triggers external operations (network spawning, prefab cloning, event lifecycle management) whose…
Attacks that exploit this kind of access
The rule that runs create_event_director safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Sbox, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For create_event_director, this is the rule to start with:
create_event_director stays usable, but rate-capped: a runaway agent can't fire it dozens of times a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Sbox, apply this rule, and every create_event_director call is checked against it from then on.
Questions about create_event_director
Generate a generalized L4D-style AI/pacing director component (host-authoritative). On a configurable interval the host rolls a weighted pick over a [Property] List<GameObject> EventPrefabs (with a parallel List<float> Weights), skips any event already active (dedupe) and anything past a MaxActive concurrency cap, clones the chosen prefab, NetworkSpawns it, and attaches a generated {name}TimedEvent companion so each spawned event self-destructs after EventLifetime seconds. Great for ambient events, waves, and world events. Single-player safe (IsProxy guard; NetworkSpawn falls back to a local clone). Fill EventPrefabs/Weights in the inspector or via the bridge after a hotload; edit the RollInterval() stub to make pacing adaptive (player-count/inactivity/time-pressure factors) per the ai-director cookbook. Optionally attached to an existing GameObject by GUID (after a hotload). NOTE: emits ONE .cs file containing two classes ({name} + {name}TimedEvent); the type only resolves after trigger_hotload. It is categorised as a Execute tool in the Sbox MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
Register the Sbox MCP server in PolicyLayer and add a rule for create_event_director: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Sbox. Nothing to install.
create_event_director is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the create_event_director rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for create_event_director. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
create_event_director is provided by the Sbox MCP server (sbox-mcp-server). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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