This is a custom spawn system with very low CPU overhead and many powerful features. It does trigger based mob spawns, area on enter NPC spawns, a smart chest respawner, timestamped boss/boss chest spawns, cleanup sweeps, delayed on exit despawns and more. The trigger based spawns can be level based, and all spawns have many options; min/max number of creatures, spawn unseen, apply effects, random walk, spawn seated, camps, gauntlet spawns and more. The package has undergone a major overhaul and can now be used by both scripters and non-scripters.
Well i could have deleted something by mistake, since after importing the demo module scripts all worked fine. GREAT PACKAGE!
Posted by silvercloud at on05/25/05
Well i did get that to work, apparently those are includes for another file. Now i got another problem, the trigger based worked, but the transition based wont work.
Posted by silvercloud at on05/25/05
Well i did get that to work, apparently those are includes for another file. Now i got another problem, the trigger based worked, but the transition based wont work.
Posted by silvercloud at on05/25/05
I can't get the spawntables to be changed. If I change them and then compile it doesnt spawn the new mobs, it spawns the old. Besides, I have to also set the void main on the script to get spn_enc_0 to compile at all.
Posted by Balkur at 2005-04-2906:57:00
Hi LoCash, Real life has been busy and i've not been able to update this as quickly as i expected. I've got a preliminary version of 6.2 running now, with some enhancements to spawn groups and cluster points (like multiple spawnpoints on a trigger spawn) for transition spawns. It seems stable but there are still a few things i need to add in to the package before i post it to the vault. Right now i'm involved in a large project but fortunately it will be using TBSP so an update will be forthcoming. Sorry about the delay on this.
Posted by LoCash at 08:20:00 Voted10.00
Greetings, Any update on version 6.2 of TBSP? Thanks.
Posted by The_Baron at on02/20/05
I can't believe I hadn't voted until now. This system is brilliant. I use it extensively in my module to control all my random/night/day encounters.
Posted by Balkur at 2005-02-0917:43:00
Thanks very much urquan_2066 :) I'm glad you've found it easy ot work with. Thats one of the things i've wondered about - how useful this thing actually is for non-scripters. 6.2 will be the last version i do, so if you've got specific effects or behaviors in mind that you'd like me to add to that script, i'll put them in. Post a list of 10 or so here, and i'll see what i can do. The behavior flags were put in there really only as an example, thats why there were only 3 or 4 in that file. I've been contacted by another scripter who likes this package enough to continue enhancing TBSP, and he has some really interesting ideas for integrating it with NWNX. This won't require a database to use, but if you're using one it will work with it when TBSP reaches that stage of evolution. It'll be on a different page here at the vault, so this current one will still be around as well as a completed package, which will be final except for possible bug fixes or future bioware patch compatability fixes.
Posted by Balkur at 2005-02-0917:30:00
Thanks very much urquan_2066 :) I'm glad you've found it easy ot work with. Thats one of the things i've wondered about - how useful this thing actually is for non-scripters. 6.2 will be the last version i do, so if you've got specific effects or behaviors in mind that you'd like me to add to that script, i'll put them in. Post a list of 10 or so here, and i'll see what i can do. The behavior flags in there were really only an example, i only put 3 or 4 in to show how to do it. I've been contacted by another scripter who likes this package enough to continue enhancing TBSP, and he has some really interesting ideas for integrating it with NWNX.
Posted by urquan_2066 at 2005-01-3118:14:00
To the author....kudos to you!! This is by far in my opinion the most powerful and yet friendly to the nonscripter package i have ever seen...I am currently developing a pw and a spawn Package was one of the last things I needed....and this is perfect....in 6.2 if you haven't already done it...:)...I would love to see more creature behavior flags in the script spn_enc_sc! Additions to those behaviors you already have would be a fantastic addition for nonscripters like me using this package. Once again I tried a lot of packages, they were either full of bugs or way underpowered, or way way overpowered(ness) for someone like me....keep up the good work!!!