This system involves 8 scripts (9 with readme) and will spawn creatures, placeables, traps, and items with many different options.
I know there are plenty of spawn systems out there, but they didn't have the options I wanted.
You can set a level range for creatures.
You can set a range of number to spawn, from one waypoint.
You can create items on creatures, they will equip them if they can.
You can set the creatures to spawn at the waypoint, in a range around the waypoint, area wide, or set up a range around the waypoint that they can not spawn.
You can change the stats of the creatures; HP, Ability Scores, etc.
You can designate an area to hold many different types of creatures, and set a single waypoint to create creatures from that area. (varied group spawns)
there are many options.
Check it out.
Fairly simple to use. Just a matter of importing the scripts, placing the area and module scripts in the correct locations (see readme), and place waypoints. Then for your options, set the waypoint variables.
Most options can be left at defaults if you wish to just spawn 1 object, but you will have to set the name of the waypoint to the resref of the object or the tag of the area that holds the objects.
There is also a demo module.
Enjoy.
The forum link has been added, however, you can post here and I will answer here as well.
Version 1.1
Added a PC level adjustment to the Creatures levels. (creatures will spawn closer to the PC's levels, if within range.)
Added a null apearance creature with no scripts or items for verifying the random locations.
Version 1.2:
added ability to spawn within a min to max distance from waypoints
added ability to spawn multiple placeables from one waypoint
Version 1.2a
fixed a bug with the placeables not spawning correctly.
Version 1.3
added ability to spawn to certain times of day (Dawn, Day, Dusk, Night)
Version 1.3a
fixed a bug in the level choosing function
fixed ability to override all settings and spawn creatures at defualt HD, even if other settings would have changed it.
Version 1.4
added percentage option for Items to drop
added action option for creatures
(random walk, walkwaypoints, attack nearest PC, do nothing)
Version 1.5
added ability to add variables to creatures/placeables
changed min creatures/placeables spawned from 1 to 0, for chance encounters
Version 1.6
added option for a maximun number of spawns from a waypoint. once this number is reached, the waypoint will be deleted, preventing anymore spawns.
Version 1.6a
fixed a bug that prevented all old spawnpoints and default spawnpoints from spawning due to the spawn limit feature.
Version 1.7
added cleanup options. Set in rs_include. Defaults are: cleans up creatures and placeables spawned by system, as well as any items found.
Version 2.0
added trap and item spawns
fixed several bugs
Version 2.1
added despawn feature as standard.
Fixed placeable spawning some.
Version 2.1.1
Small update to add percentage chance to spawn items on the item spawns.
Already had this option on the item spawns with the creature spawn, but now you can also set up percent chance on all items.
A few notes on custom placeables.
* Scripts are not copied over, if you use custom scripts on your placeables, you will have to still make custom resref blueprints and use that as a base.
* Variables will have to be added using the waypoints, as those can not be copied over either.
*there may be bugs with the CopyPlaceable function, as I can only test so much. Please let me know if something goes crazy.
I have added an optional dm tool to create spawnpoints in game. You must have the system installed to use this tool.
Currently only creature spawns can be added.
Demo module is still on ver. 1.4(working on a new demo module)
Added seperate Readme file.
Added despawn update.
Apparently I forgot to update the readme, when I updated to version 2.
The line in the module load event to execute the initialization of the system has changed.
It was:
ExecuteScript("rs_init_c", OBJECT_SELF);
It should be:
ExecuteScript("rs_init", OBJECT_SELF);
Please make sure you change this in the module load event.
Despawn update to the spawn system. updateing using these files will make it so the time of day spawns will despawn when they are not supposed to spawn.
Rs_include also has switch to enable the creature/placeable/trap/item seperatly.
Please note, this is no longer needed as of version 2.1, however, if there are people still using an earlier version, I will leave this up, so they can use the new feature..
Main import files for system. If you are just updateing to the newest version, or downloading for the first time, this is the only file you need.
If you are updateing from any previous version, then this should work fine.
Please note if updateing from version 1.7 or lower then remove the script "rs_init_c"
I've tried all the spawn systems and they never quite "did it" for me. Until now. Great system!
Posted by DM-Taino at on09/21/09
Great system and of course NO Heartbeats used! Thanks for your contribution! DMT
Posted by Catoptromancer at on08/09/09
Does exactly what it's suposed to do, Thanks for this!
Posted by Inayity at on06/17/09
Nice! Thank you so much for sticking with this!
Posted by AmanShadar at 11:35:11 Voted9.00
Apparently I forgot to update the readme, when I updated to version 2. The line in the module load event to execute the initialization of the system has changed. It was: ExecuteScript("rs_init_c", OBJECT_SELF); It should be: ExecuteScript("rs_init", OBJECT_SELF); Please make sure you change this in the module load event. _________________________ AmanShadar's Spawn System (Creatures, Placeables, Items, and Traps) AmanShadar's Death System AmanShadar's Ship System Critter Info Module
Posted by psynexus at on05/24/09
After days of looking I think I've finally found the best spawn system for my needs - excellent work. However, I have run into a problem during the building of my module; I can't for the life of me get certain creatures to spawn and I don't know why when it works so well in other places. The first problem I had was with the pack leader of a den of wolves. I thought that maybe since it was a custom creature there was a problem with it, so I decided to try spawning the original blueprint instead of my custom to no effect. (I also tried toggling the "boss" tag but I have no idea what that's for). So I decided to move on and discovered I'm having similar problems in other places and think I've found the root of the problems; any waypoint that isn't set to Area Spawn refuses to spawn anything. In the area outside I couldn't get any wolves to spawn in a single location and I also couldn't get a Zombie Lord to spawn in a specific location in another area. I'll try using an area spawn and just set the area to really small and see if that fixes it, but if there's a known cause for this any help would be greatly appreciated. Once again, great job with the system - I can't wait to test out some of the other features. :)
Posted by Aral at 04:55:03 Voted10.00
I have never once used an RS_AREA waypoint, and the system works fine for me without it. All I place down is the RS_CREATURE or RS_TRAP wp's, and it works great :)
Posted by dguntner at 2009-03-1221:57:23
Ok, one thing I really *would* like to get a definitive answer on. :-) Is the RS_AREA waypoint needed in any area where the script is being used, or do you just need the RS_CREATURE, RS_ITEM, etc., waypoints all that are needed? I can't quite tell from looking the scripts over, so hopefully you can clarify that. :-) Thanks!
Posted by AmanShadar at 22:54:56 Voted9.00
Ithink for the level up, the package that the system uses it based on the first level it gets. I do not think there is an undead package, so that might be why that is not working, but having the fighter be the first does. As for the clean up script, it does check for pc's while it is cleaning up, and if it finds any, stops cleaning, but the command to destroy the creatures may have already been sent by the time the PC is found again. I think it checks three times to make sure it gets any loot dropped by the departing creatures. TBH, I havn't played NWN or messed with my system in some time, I will have to go back and look if I can get some time, but that is hard for me now days. With that said, I am sad to say that the system is pretty much as is due to lack of time to fix anything else with it. If someone would like to add to it, please do so, but please also give credit where it is due. Thanks to all the people whom have used this system and are still using it. _________________________ AmanShadar's Spawn System (Creatures, Placeables, Items, and Traps) AmanShadar's Death System AmanShadar's Ship System Critter Info Module
Posted by Aral at 06:36:12 Voted10.00
dguntner- I had trouble with the level up as well, and I just tried to replicate the situation you mentioned as a test. Doing it the way you said (first level undead, second lvl fighter) it did not level the skeletons up. However when I made a new skeleton, and made its first lvl a lvl of fighter (I picked race undead, then just made it a lvl one fighter, with no levels of undead class) it leveled up properly. Might give that a shot, and let us know what you find out.