This system is simple and dynamic, but more complex than my other scripts because spawning itself requires a bit of that. You will need a listener of some kind (talus or your own) to use some of it's features, but the installation routine should explain that well enough. Good luck, tell me what you think, and if you require help feel free to ask. Includes mysql tables for ease of import assuming you are using mysql front. Does not require a database at all if you want to use only the basic spawning features. Simple part, adding xa_are_onenter to your area onenter, and adding xa_mod_onload to your modules onload.
Posted by Uze at 2007-09-19 02:47:41 Voted 1.00 on 09/19/07
I tested this for a couple weeks and it's a pig on resources. also it causes alot of my other scripts that worked fine before bug out with errors.
Posted by Uze at 2007-08-22 09:57:23 Voted 1.00 on 09/19/07
Also does this value work on delay variable: delay, int, 6-10
for a sorta random timer?
Posted by Uze at 2007-08-22 09:57:22 Voted 1.00 on 09/19/07
Also does this value work on delay variable: delay, int, 6-10
for a sorta random timer?
Posted by Uze at 2007-08-22 07:42:03 Voted 1.00 on 09/19/07
is there a way to respawn the killed spawns without leaving the area and reentering? eg. creatures that you harvest for low rate quest drops that have 6 min spawn rate so that by the time the last spawn is killed others are in the area respawned and waiting to die? I don't want to use NWNSS to do that cause it causes alot of commands overflow errors on me. maybe even add a variable to tell it to recycle spawns on the SpawnPoints (eg. loopspawns int 1) causing it to run in heartbeat mode for the SpawnPoint or if that's not possible maybe cause it to run in heartbeat mode for whole area? Or is there a way to copy the OnEnter script for the area events to the area OnHeartbeat event? Although it would still have to make sure to not respawn each creature until it's killed.. hehe or i'd get like a Gauntlet arcade game effect.
Posted by Uze at 2007-08-22 04:36:13 Voted 1.00 on 09/19/07
I like how it runs on my mod thanks. I voted 7 because there's no docs so I dunno how to use the event scripts you provided (all the effects on spawn you mention somewhere above here).
Posted by ratgutz at 2005-10-12 02:41:52 Voted 10.00 on 12/31/07
Hi
I have tested this system with placeables and it work out of the box.
All you have to do is prepend the resref with p& as was indicated ealier. _________________________ Link
Posted by Daschel at 2004-10-02 09:39:37 Voted 10.00 on 10/02/04
Posted by Daschel at 2004-09-23 21:58:00 Voted 10.00 on 10/02/04
I'm checking this out now. It looks like exactly what I've been looking for. I have a question.. You said for the spawning of placeables, you *should* just have to prefix the resref with p&. I'd like to know if anyone has done this, and if so, are there any other things I should know to change. I'd like to use this to also respawn treasure chests and other placeables in an area.
Thanks for this, keep up the good work.
Posted by Daschel at 2004-09-23 21:58:00 Voted 10.00 on 10/02/04
I'm checking this out now. It looks like exactly what I've been looking for. I have a question.. You said for the spawning of placeables, you *should* just have to prefix the resref with p&. I'd like to know if anyone has done this, and if so, are there any other things I should know to change. I'd like to use this to also respawn treasure chests and other placeables in an area.
Thanks for this, keep up the good work.
Posted by ratgutz ( 203.202.xxx.xxx ) at 2004-09-02 20:44:00
This spawn system is very easy to set up and use.
Excellent work
Posted by ArmageddonVI at 2004-07-26 20:26:00 Voted 10.00 on 07/26/04
I am using this in my PW..fine bit of scriptingwww.kotp.net/forum
Posted by ArmageddonVI at 2004-07-26 20:22:47 Voted 10.00 on 07/26/04
This is a very easy system to use. It has allowed me to do everything i have wanted to do in my PW.
Any questions I had about the system Xanas was quick to respond with help.
Highly recommend this fine bit of scripting
Posted by Anonymous ( 192.235.xxx.xxx ) at 2004-04-30 11:53:00
Could you give a direct link to the forum page for your script? ... Please.
Posted by StingRay2k01 at 2004-04-25 17:45:41 Voted 8.00 on 04/25/04
Posted by Xanas at 2004-04-20 03:25:00 Voted 10.00
Oh, also something else worth noting. Every other spawnsystem out there still has questions even with documentation.. so no documentation will ever solve all the questions people can have or problems they can come up with. One thing I'm trying to do is use the questioning process to form documentation that's relavent. But I need questions to make answers. The best place for that is biowares forum and not here, where it's difficult to read everything and most aren't going to look.
Posted by Xanas at 2004-04-20 03:22:00 Voted 10.00
Keep in mind I'm doing this on my own and ultimately for my own purposes. I don't want to sound arrogant about this, but really I can't improve on what's here unless people tell me specifically what's missing that they need to know. All the other spawn systems started based on basic features and expanded as features were asked for. In this case many of those features are already there, just undocumented. So if you ask, I may tell you that it's something I need to add, or I may try to help by explaining how to use what's already there. I'll add that to documentation as long as I think it's something most people are going to be interested in.
Note, most of what you need to know can be picked up from looking at the demo module and reading the file here. If you think the documentation here is insufficient tell me what you need to know and I'll add it. But unless I know specifics I can't really do anything. To me it's already simple to understand based on what's here. I have others working on the pw project I'm working on and they have had no problems using this either.
Actually, I think that documentation would HELP the popularity of this scripting scheme. People like me are trying to decide which spawning method they want to use in their PW and part of that decision is based on documentation. So, I am digging, trying to find more information...
:)
Posted by Razheem ( 80.116.xxx.xxx ) at 2004-04-16 16:52:00
Ok, found it. I'll post there. thank you
Posted by Xanas at 2004-04-16 15:20:00 Voted 10.00
Heh, yeah you are right, there is quite a bit of undocumented features.. hordes really. The biggest reason I haven't documented them is that there hasn't been a lot of popularity of this script yet. So rather than adding features as we go most of the time I'm just informing people of what's already there :)
But anyway, feel free to bump the thread for me at Biowares NWN scripting forum and I'll try to include more info. I've been trying not to do that too much myself because I thought it would look like spam. But if you are interested in getting more information there is a thread there currently on the 2nd or 3rd page of that forum.
Ask specific questions and I can give pretty quick answers and If that thread moves along I'll try to provide some more thorough documentation. I think the outline up here is good enough to get most people started with the basics though but if you disagree then just tell me what else you think needs including up there and I'll patch that readme file.
Posted by Razheem ( 80.116.xxx.xxx ) at 2004-04-16 14:52:00
Wow i'll try. Do you have a "guide" with all the features adn commands? I believe there are many other functions you have not documented, or not?
Razheem
Posted by Xanas at 2004-04-16 14:42:00 Voted 10.00
Yes, just use a p& before the resref for placeables and I think i& works the same with items.
So for example
p&miningstone - would spawn a mining stone placeable with resref miningstone.
Posted by Anonymous ( 80.116.xxx.xxx ) at 2004-04-16 12:39:00
here I am!! ^_^ Xanas, can I spawn placeables too, with your system? That would be great!
Razheem
Posted by Anonymous ( ..xxx.xxx ) at 2004-04-16 00:08:00
Well xanas, what could i say?? Oh! yesssS! AMAZING!!!! ^______________^ Any other surprise for us in the future?
Razheem
Posted by Xanas at 2004-04-15 21:21:00 Voted 10.00
Updated and now supports groups as I was talking about in the post below. Simply use a semicolon to delimit..
Posted by Xanas at 2004-04-14 23:08:00 Voted 10.00
Planning on updating this soon with group support. Just doing some bug testing on it at the moment but seems to work well. Basically it will work based on a semicolon delimited list of the things you want. Resrefs would be something like this
That resref right there would spawn a group including a goblin of type a, b, and goblin wizards of type a and b
You also need at the very least amounts corresponding to those...
amount1 string 1-5;1-5;1-5;1-5
Would spawn between 1 and 5 of each of those goblin types.
I recently used this in a demo area and created 128 goblins. The time to spawn the entire thing was only 276 msec (slightly over 1/4 sec) so it's pretty quick.
Posted by Xanas at 2004-04-14 22:50:00 Voted 10.00
Does it allow for randomized spawns? - I'm assuming here, and please do clarify, but when I said randomized in this sentence, I was specifically referring to being able to spawn goblins or kobolds, or skeletons, or whatever else. As far as I know you randomize the amounts of spawns and the distance they are from the waypoint, but not the types of creatures spawned. If I'm incorrect in that assumption I apologize, but as far as I know that's true. Of course that wasn't the only thing I mentioned as an advantage, and all the others I mentioned are true of mine.
Posted by Xanas at 2004-04-14 22:44:00 Voted 10.00
Since I have been accused of "used car salesmanship" I feel it necessary to quote the times I've mentioned NESS, so it can be made clear that I have not lied in anyway about that script. You can check my comment in this thread also and judge the response given as to it's accuracy. Considering that "random" was not defined I'm not sure what kind of random NESS supports. If Kheldon wants to respond to what it supports I'll be fine with that, but, what I'm not fine with is being told that I'm lying.
That is completely wrong and IMO deserves recall, especially when I'm told that in my own script section after NESS is defended here when I've made no statements about it one way or another. I can't even see the need for a defense, but anyway.
"NESS uses heartbeats constantly, but for just sixty seconds, with heartbeats being used ... " this sounds harsh, but I clarified it with the specs I used to configure it " also told it to process only 1 out of 5 heartbeats SP05 so I wasn't putting it hard on the system as I could have."
NESS is nice in that way, you can configure how many heartbeats it actually processes. I purposefully used a setting that would make my script fairly put up against the opposition. And I do admit that's true. I have been looking at this in an adversarial manner, but only insofar as I think those using NWNX/APS will want something that's capable of using their MySQL database for a good deal more functionality. If they don't and they want to use NESS, that's great.
"I'm not aware of all of them, but I think NESS supports spawning gold on the npcs, and I don't do that, but I do let the builder decide if he wants to use the default palette entries and equip them with a different set of inventory than what is on the default." - this is the only other reference I have made to the NESS that I know of, if I can be shown another I would like to be told so I can clarify my position.
BTW, I do admit to being defensive, but only because my honesty and integrity were questioned, and that is not something I take at all lightly.
Posted by Xanas at 2004-04-14 22:35:00 Voted 10.00
When did I say NESS would not do what you said?
Also, I don't respect someone advertising in my own script's section. You say you don't want to debate and yet you get up at me for saying something that I didn't say. I did say that your system didn't allow randomization, but the truth of the matter is that in the manner I was speaking of it does not. Can a dm edit spawns in your system from within the game? Can he give a list of specific npcs during the game and allow different ones to spawn based on a d100?
One of the other advantages I have advertised is that I use basic variables for setup instead of requiring people to look up a bunch of spawn flags. Obviously this wasn't always possible in the past, and I don't fault you for not doing that.
I have compared performance and looking at your system, which I was quite fair to I still think mine is in fact faster. I limited the NESS system to only checking every 5 heartbeats (maybe that's too much but it sounded fair to me).
Are there some things your system does better? Sure, and I didn't say otherwise. Yet you accuse me of "used car salesman BS" Why are you so defensive? You say it doesn't matter and yet you come to my script to debate the issue?
That's fine really, I don't mind as long as people know what the real advantages are and disadvantages. If you think I'm lying to people go ahead and tell them the truth. But I haven't misrepresented anything as far as I know, or at least not in the way that I meant it. If you can prove otherwise please quote my statement so I can clarify or apologize. Otherwise, I expect that from you for wanting to debate here, but also for accusing me of something I haven't done.
Just to follow up on a couple other things - NESS allows a wide variety of randomization options, and it has a trivial heartbeat when there are no PCs in the area (or it can use a pseudo-heartbeat and avoid area heartbeat events completely).
If everyone switches to your system, I can retire - no skin off my back. In the meantime though, you do the community a disservice if you promote your system by misrepresenting what others can and can't do.