This is another spawn system. When we were starting our persistent world,
we both decided we should use a spawn/despawn system.
We tried NESS (Neshke�s Extendable Spawning System) and it was very cool
and full of very useful tools but after a while, we decided to create ou
own system... Why ?
We got the feeling the server was a bit laggy since we installed NESS.
As the NESS system is specifically using HeartBeat, it grabs a lot of
ressources. We wanted something else... and so, we decided to create
something using both onEnter and onExit events.
After a while, things changed because we needed to spawn/despawn NPCs at
day/night. And this is definitely not possible doing good without using
the HeartBeat. That's why we created another part of the system which is
called "GDSL". What is that ?
GDSL means "Gestionnaire de spawn LOCK" which is "LOCK Spawn manager"
in french. Basically, it is an invisible placeable with a script on its
heartbeat and it manages the Day/Night (de)spawns the way NESS was doing
it. The only difference with NESS is that when the despawn occurs
(10 minutes after the area is empty), the GDSL Manager placeable is also
destroyed too and so, there is no more HeartBeat running inside the
area... unless somebody enters the area again ! ;-)
With LOCK, you can spawn creatures/placeables/items. Also, you can spawn
a creature and apply some tasks to it after the spawn.
For example: You can force it to sit down on the nearest chair. You can
configure it to play an emote (like sitting on the floor, looking far away,
having spasm, ...). You can give it a new tag (useful when you need to
spawn many identical creatures inside an area and give them different
patrols) ... With GDSL, you can do the same than LOCK but the spawn will
occur only at Day/Night, depending on what you ask it to do. You can also
lock/unlock doors (Example: shops) depending on the Day/Night status... :-)
Want to see it in action ? Download and have a look to the demo module ! ;-)
Updates:
1.02.
- Updated "lock_inc" to avoid a bug which was preventing creatures from respawning when a PC left an area and go back there. Do not forget to compile after updating this script (which is an "include" file) or it may not works !
1.01.
- Updated "lock_onenter" script to avoid a small bug.
Posted by Damian Soulweaver at 2006-08-29 06:26:13 Voted 10.00 on 08/29/06
Ok so far i love it, and you will probably laugh at my not figuring it out, but how do you make them respawn, i did in the variables on the spawn creature, lLock int 1, from what it looks like from browsing through the scripts thats what it seemed i needed to do, i didn't see anything that actually explained how to do it, i looked for some sorta location thing but the only ones you can flip to is int, float and string, i am at a loss, please help this incompitant fool :(
Posted by Leonora at 2006-03-10 07:41:22 Voted 10.00 on 03/10/06
Excellent !
Posted by Maedros59 at 2006-03-09 09:48:47 Voted 10.00 on 03/09/06
Posted by Elthair at 2006-03-08 14:28:20 Voted 9.00 on 03/08/06
This system is cool...put a 9.0 due to slight lag when mobs spawn (could be my own PC) and location of spawns that is always the same.
Otherwise it's perfect.
Posted by Bass ( 67.68.xxx.xxx ) at 2006-03-08 12:33:25
VERY GOOD^^
Posted by djobi at 2006-03-08 12:20:07 Voted 9.50 on 03/08/06
Just what I needed
Posted by Axel Evigiran ( 195.146.xxx.xxx ) at 2006-03-08 09:44:23
Well balanced... Great system !
Posted by Manu ( 82.236.xxx.xxx ) at 2006-03-08 09:16:31
Autors are genius !
Posted by Vigdis at 2006-03-08 08:48:25 Voted 10.00 on 03/08/06
...rated.
Posted by Vigdis ( 86.195.xxx.xxx ) at 2006-03-08 08:42:29
Looking for a lagproof, easy-to-use spawn system ? Then you definitely need this one !
Posted by leslie ( 213.228.xxx.xxx ) at 2006-03-08 06:56:46
I just released the v1.02. There is no new feature but the respawn problem is now fixed and the Demo module is a little bit more explicit for the opening/closing door stuff.
The v2 release will be out in the coming weeks... ;)
Please accept my apologies for not releasing the v1.02 as said in my last comment. I've been away for a while because we are very busy with our own persistent world !
The LOCK spawn system is going to be updated. I will fix some bugs and add many interesting new functions.
There will be a "Demo Module" as usual to show all the old and new stuff but I will also include a manual in the archive. You will just have to read it while watching the demo module on aurora to understand how everything works ! ;)
@ConracII: Open up the demo module and display the GDSL area. Now, right click on both doors and see the difference inside their "Variables" menu... the first door has no variable and the other has an integer (int) variable named "GDSL_DOOR" and the value is set to 1.
Do not forget to paint a "GDSL Spawn (Manager)" inside the same area or it will never works ! ;)
@Hello: Both of your suggestions will be included in the next release and the manual will explain how to do it ! ;)
Speak to you soon.
Posted by Hello ( 84.5.xxx.xxx ) at 2005-10-04 15:13:38
I wanted to also know if it were possible that the monster after being to attack, that it return to the place or it has respawn? it is possible so yes how please?
Posted by Hello ( 84.5.xxx.xxx ) at 2005-10-04 12:34:47
I wanted to also know if it were possible that the monster after being to attack, that it return to the place or it has respawn? it is possible so yes how please?
Posted by Hello ( 84.5.xxx.xxx ) at 2005-10-04 12:33:29
Hello, I wanted to know if it were possible with your script to make respawn a monster after that dead? I.e. if the player kills the monster, the monster respawn 5 minutes afterwards? I am not able to do it.
Posted by Hello ( 84.5.xxx.xxx ) at 2005-10-04 12:18:08
Hello, I wanted to know if it were possible with your script to make respawn a monster after that dead? I.e. if the player kills the monster, the monster respawn 5 minutes afterwards? I am not able to do it.
Posted by ConracII ( 24.115.xxx.xxx ) at 2005-09-25 09:45:04
ok i figured out how to impliment the spawning hiwever after reviewing the sample mod im still wondering how you got one door to lock and the other not to lock I tried in my testing mod and no doors locked at night
Posted by Daelmiryn at 2005-09-14 14:24:57 Voted 9.50 on 09/14/05
Great work, my players and me are very greatfull ! Thanks again !
Posted by Daelmiryn ( 62.35.xxx.xxx ) at 2005-09-14 14:18:34
Thank you so much, your system is very usefull for scripts noob like me !!!
Whoops... i did it again ! Doh... *smack his head*
There is an easy way to correct this issue. You just have to :
- Edit the "lock_inc" include.
- Go to the line #224.
- Replace this:
DeleteLocalInt(oArea, "SPAWN_ENTER");
... by this :
DeleteLocalInt(oArea, "LOCK_SPAWN_ENTER");
- Then, you just have to compile your module, save it and the problem should be gone.
Tomorrow, I will upload v1.02 to fix this issue. I will add some new features. Wait and see... ;-)
Thank you for contacting me ! I hope you will enjoy the system ! :)
Firya'nis
Posted by Daelmiryn ( 62.35.xxx.xxx ) at 2005-09-14 12:30:58
Hem... I don't understand something... I have DL your demo mod. and I have test something that I have seen on my own mod. I left an area and when I came into the same area ten minutes later... no PNJ... all gone... and it the same on the demo module.
Can you help me I'm not good into scripting :)
Thanks.
Sorry but we had to write the code again before releasing it and we did a small mistake. This is corrected in the new release (v1.01) which is available to download ! Enjoy :)
You must be Logged In to post comments in this section.