* Random Monsters * Boss Dependant Spawning * TAG Changes at Spawn in * Extra Spawn in and Despawn Script Options. * Bioware Encoutner Cleanup * Global Script Access for OnEnter & OnExit Events * Added Local Area Config Placeable * Added Automap ability & placeables * Added Change Faction at Spawn * Added Plot & Immortal Spawn Time Option. 12/09/06: Added missing Waypoint, added 2 new varibles for "Spawn level controlling"
Yup it, works. I have even been able to *almost* run it directly in NWN2. It translates pretty well. I myself use diffrent tricks when working with the spawnins. Glad you liked. :) ~Timidon
Posted by moorefallen at 2006-12-10 23:34:13 Voted 10.00 on 12/10/06
Thanks again for the support of your system, I use the Spawn kit for Certain areas in my PW and Words can not Express how great this system is.
Posted by Alleyslink at 2006-02-21 20:40:24 Voted 9.00 on 02/21/06
Timidon, I used ASG Spawnkit in my PW. I had a small problem with a couple of standard pallete creatures not spawning in properly (most notably the trolls), but other that that I am very happy with your system. I like all the options added when you implemented the variable system, but I often only want one creature to spawn in so I use the old method of changing the tag of the waypoint. I got your system from a friend who was using it in his PW, and did not know to whom the credit should go so I looked you up on the vault. I just want to thank you for you marvelous work, and to cast my vote and give my support. _________________________ Lands of Intrigue Castle Spulzeer || Dungeon Crawler DC1
Alright, See what one of the problems is. The last erf update I ended up destroying the custom Waypoint. I will get this patched up here soon. Export the one out of the Demo. It's a waypoint placeable called "asg_spawnpoint" that's the generic. Go figure, I just popped open the toolset and started fiddling with things again.
These are *.ncs should be the uncompiled version. When you compile the scripts should take of the problem.
Posted by syii ( 24.50.xxx.xxx ) at 2005-07-06 13:49:36
Export them from the demo mod or start your mod by useing the demo mod as your starting area. Just a thought hope it helps
Posted by Ancient Mist_1980 ( 67.176.xxx.xxx ) at 2005-05-20 23:13:32
I have tryed your erf file and it keeps saying that its missing these files
nw_i0_generic.ncs
asg_i_spawnkit.ncs
i ignored them and with out them i get no waypoints for the script.
please help me understand what i am doing wrong..
Posted by zNo ( 62.47.xxx.xxx ) at 2004-08-21 09:19:00
Seems not to work with me... Or maybe I just dont get it. Timidon can I send you a copy of my module and you tell me what I have to do that it works? Would be nice.
Posted by DWilbanks ( 66.75.xxx.xxx ) at 2004-08-02 13:12:00
Timidon here. Umm slight bug. 1.3 is not 100% backwards compatible with previoous version. working on a fix for it. Though it works great if starting from scratch with the system. I optimised scripting for it and must of broke some of the legacy TAG reading. working on a fix for 1.4
Well sorry about the lack of responce. 1.3 is comming out in a day or so, just finishing up the Demo and new functions. Here's a teaser
Random Monster Generation
Custom Tags
Day/Night correctly working
Boss/Leader Depeadancy
I am cleaning up the code to work with the Docs. Allot has shifted from the TAG to the Varible settings, though still backward compatible with previous versions.
? "I have some "personalized" creatures I made through the toolset so nothing foreign there. I must change the TAG, but try to keep it simple and small"
A Tag & Blueprint (ResRef) Must be the same. previous to 1.3.
Great script set and just what I was looking for. I am having an issue though. It appears to work to perfection, as long as I use NWN or CEP encounters. I have some "personalized" creatures I made through the toolset so nothing foreign there. I must change the TAG, but try to keep it simple and small. I have tried several variations on this to no avail. The other spawns work though. Any thoughts? _________________________ Visit us at: Link
Folderol server address is: 68.48.141.80:5121
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius - and a lot of courage - to move in the opposite direction.
--E.F. Schumacker
This is a compilation of the old system into a single score. There were 4 that made this score of 7.50 then rounded to 8.
Posted by Timidon ( ..xxx.xxx ) at 2003-11-18 15:52:00
Vincent - "Erm... I tried your mod but the vampire and mummy did not despawn. Not so for the bat, stag and falcon. ".
The Vampire and Mummy have "Spawn Times" day and night events. So it may be possible you just missed them at the times.
Posted by Thanks! ( ..xxx.xxx ) at 2003-11-18 15:51:00
Well. I uses this script extensively form my PW design. To answer you question at about Multiple PCs entering. It will only spawn 1 creature per Spawn Point you set down. If the creature is not present (having been slain and the mob removed) it will respawn. Thus if Tordak the Burninator had killed of the creatures in the area, the Joe Smoe enters the area the dead creatures would respawn in there orignal positions. The creatures don't seem to spawn when it's just the DM in the area (he's not counted as a PC). So if you are DM expect to see things disapear and apear when PC's enter the area.
Posted by jthorkin ( ..xxx.xxx ) at 2003-11-13 06:49:00
This is great. Been looking for something like this. I do have a concern about multiplayers though if the fist PC leaves the area when another and the PC that enter after him is still in the area.
To make it even better you might see about adding something in there that can control the number of creatures to be spawned by the tag. i.e. SPAWN_CREATURE_TAG_XXXX_XXXX_3
But might run in to an issue with tag name length
over all really good though.
Posted by Timidon ( ..xxx.xxx ) at 2003-11-05 01:29:00
New Version Comming real soon. I have fixed up the bugs with the despawning problem. Just the new goodies I added end seem to have them not dispearing after they have come it.
Posted by Vincent ( ..xxx.xxx ) at 2003-07-09 20:28:00
Erm... I tried your mod but the vampire and mummy did not despawn. Not so for the bat, stag and falcon.
Posted by Timidon ( ..xxx.xxx ) at 2003-06-16 14:01:00
Thanks for your post, I hope the update sent to you works out fine. If there is anything else you may need on the script.
Posted by Dantreige ( ..xxx.xxx ) at 2003-06-14 07:51:00
I am haveing a probem with the spawns popping when one character leaves of dies. The area despawn effect runs even yough there is another PC in the area. The spawn/ Despawn runs based on the first PC in the area.
Great script though. Very simple and easy to use. Could you post an update? or a fix?
Thanks to people like you, people like me can build!
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