Posted by RaglinMason at 2008-03-01 07:40:21 Voted 9.75 on 11/22/07
I just wanted to also remark on my first comment, about adding the call to the default on death script: If you do this, remember that MPWC's spawn_on_death script starts out as calling the default script, so you have to take that call out or else you go into a nasty endless loop! Just thougth I sould make that clear...
Posted by RaglinMason at 2007-11-22 17:56:30 Voted 9.75 on 11/22/07
Hey Sethivict!
A "plug-in" script for time-based spawning is included in the package as is, you just have to configure your generator to use it. On the spawn generator (waypoint) you want to be time specific, add the following 3 local variables:
spawn_exit_count (int) = 1 /* Assuming you're only using this one plug-in */
span_exit_1 (string) = spawn_p_time /* script name of plug-in */
SPAWN_SPAWNTIME (int) = 15728767 /* a bitmap representing active hours */
Read the spawn_p_time script to see how to control the specific hours of spawning. I believe the number I'm using will spawn things from 8pm to 6am.
Definitely read the comments in the script, and definitely use the PDF documentation that comes with it. It works very well, an _excellent_ extension of Knat's spawn scripts.
Oki, I´m surprised, and we have searched tru many spawn systems but noone suited our PW.
If there is a possibility to spawn day/night time and tell us how, then you will for sure get my 10
Posted by RaglinMason at 2007-08-24 13:29:40 Voted 9.75 on 11/22/07
I've been using this for a while now, and really like the flexibility and performance. The documentation is a huge help as well (though I had a bit of trouble understanding placeable spawning and refill lists, but that could just be me).
I also wanted to mention that it is possible to use creatures off the standard palette in NWN1, provided you're comfortable enough with scripting to make a small change to the default death script (default7 off the top of my head?): Just check whether the object dying has the local int "spawn_dynamic" set, and call ExecuteScript for the spawn_on_death script. It's a small thing, but it really opens up the flexibility (in my opinion at least).
All in all, very nice work, probably going to look at the polyinflate scripts too, as that sounds very interesting.
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