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NWN SCRIPTS

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Title  Respawn NPC's and Creatures
Author  ginosifu - King of Kung Fu
Submitted / Updated  12-06-2002 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Other
Includes  BioWare Standard
Description
A simple respawn script that will respawn your NPC's or creatures where they die or at a specific waypoint

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SCORE OUT OF 10
9.5
2 votes
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Comments (11):

Posted by eyrelle at 2004-04-07 07:26:13    Voted 10.00 on 04/07/04
Very nice.

Posted by Urlryn at 2004-03-29 17:45:00    
Will this script support respawning Encounters or for just specific NPC's?

Posted by Old_Scores_Transfered at 2004-02-20 10:29:17    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 2 that made this score of 9.00 then rounded to 9.

Posted by NWNDM_VMagnusV ( ..xxx.xxx ) at 2003-11-24 06:59:00    
I want to thank you for solving a problem I was having with conversationed creatures. This works perfectly.
Thanks again!

Posted by Tweak ( ..xxx.xxx ) at 2003-06-29 05:00:00    
Great Script everything works fine until the enemy kills me....I can't respawn, my character just lies there. How can I fix this????

Posted by Snezzle Snackycake ( ..xxx.xxx ) at 2003-02-14 15:58:00    
You have to edit the creature's template's script, not
just the individual creature that you placed. Otherwise,
it take the creature from the template, and since the
script isn't there, it won't respawn.

Posted by Confucious says... ( ..xxx.xxx ) at 2003-01-01 12:15:00    
I'm having a problem with this script. It's working fine,
all the creatures respawn as they should after 5 minutes at
the proper waypoint but they all come back as Badgers.

How come?

This is a custom creature. Tags and ResRef match and are
spawning in the same area and not in another part of the module.

Posted by ginosifu ( ..xxx.xxx ) at 2002-12-16 18:14:00    
Maledicus, your creature's resref(blueprint) must match
the "Tag" exactly. Example:
ResRef = BlackBear001
"tag" = BlackBear001
If you type something like blackbear001 with different case
size it will not work.

One other way is to take your creature from your "area" and
try to "add to pallette". if it adds to the pallette with
out making a new resref for this copy then the module never
new the resref in the first place, and this should fix your
problem.
Ginosifu

Posted by Maledicus ( ..xxx.xxx ) at 2002-12-15 15:19:00    
"This worked well but the creature only respawned one
time. How could you get the respawn to always happen."

Same here and i changed the script the way ginosifu told ..
but the creature allways spawns one time and after that not
again. ResRef and Tag are exactly the same.

Maledicus.

Posted by Ginosifu ( ..xxx.xxx ) at 2002-12-15 06:38:00    
Change your script to this:

void RespawnObject(string sResRef, int iType, location
lLoc) {
CreateObject(iType, sResRef, lLoc);
}
void main()
{
string sResRef = GetResRef(GetObjectByTag("CreatureTag"));
int iType = GetObjectType(GetObjectByTag("CreatureTag"));
location lLoc =GetLocation(GetWaypointByTag
("WP_CreatureTag_01"));
float fDelay = 300.0; // 5 minute delay; adjust as desired
AssignCommand(GetModule(), DelayCommand(fDelay,
RespawnObject(sResRef, iType, lLoc)));
}

This should clear up your problem. What most likely
happened is that the creature that respawned was not the
same creature you had originally. So it did not have
that "OnDeath" script on it. Make sure that the resref
(blueprint) is exactly the same as the Tag (they are case
sensitive also).
ginosifu

Posted by Meekrat ( ..xxx.xxx ) at 2002-12-12 16:32:00    
This worked well but the creature only respawned one
time. How could you get the respawn to always happen.

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