Below is a list of features. Though it may seem complex. This system has been out for a while. There are some copies of my system running about. So I thought I would upgrade mine to do more and better things.
*Cleaned up the code for the spawner to make it more functional and easy to
read.
*Removed the chest loot system, and made the spawner a loot box in itself.
*Added a group spawning feature to the spawning system.
*Added a currency resref so you can customize your money drop, gold is
default.
*Added a auto new tag system, so you do not have to make a unique tag per
spawner.
*Alphabetized the variable list in the properties of the spawner.
*Added a spawning sequencer to the spawners functionality.
*Added the ability to turn other spawners on with sequencers.
*Ability to spawn single, multiple creatures, placeables around the spawner.
*Ability to add a minimum and maximum gold to a object when spawned.
*Ability to adjust the range in which to spawn an object around the spawner.
*Ability to spawn up to ten different objects from the spawner.
*Ability to add special loot to a object at a frequency you desire.
*Ability to add items to the spawners inventory, then make it loot on the
spawned object at a given frequency you desire.
*Ability to choose the minimum and maximum frequency in 6 second intervals
(heartbeat) on which the objects will respawn.
*Ability to decide which direction the objects face when they spawn.
*Ability to activate/deactivate the spawner through scripting.
*Ability to choose the amount of spawned objects that can be in the world at any given time.
I have also added a PDF Guide to my spawning system. To help guide you through the basics and the not so basics of the spawning system.
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UPDATES
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*1.6.1
--fixed bug with LootChance variable.
*1.7.1
--fixed gold not appearing in the pack
--added a option for your currency
--cleaned up some of the code
Posted by Hank at 2010-07-14 18:34:46 Voted 8.00 on 06/22/10
I fixed the cleanup and double spawn problem by adding this after line 266 in the gizmo spawn script:
// set flag for cleanup script
SetLocalInt(SpawnObject, "GizmoSpawn", 1); _________________________ Link
Posted by Hank at 2010-07-03 10:41:51 Voted 8.00 on 06/22/10
One other problem I have switching to the new Gizmos Spawner is double spawn and spawn not resetting after the PCs leave the area. _________________________ Link
Posted by Hank at 2010-07-01 18:20:46 Voted 8.00 on 06/22/10
Sequencer picks different creatures instead of the same ones. I set up amount 1 with 5 creatures and it started with the last one first then the first one twice. I selected amount 3 and it started with 2 #1s and 1 #6 then 1 each of #2,3,4, next just 2 creatures #2&6, then back to 1 each of #2,3,4 then 2 #1s & 1 #6 again. Please put an example of you sequencer in the demo mod as well. _________________________ Link
Posted by Hank at 2010-06-25 20:16:33 Voted 8.00 on 06/22/10
The PDF file says �This variable is the frequency in which the GiveItem1 can drop. Default value is 5. Meaning 5% chance.�
My experience is that it means a 1 in 5 chance or 20%. Putting a 1 in the GiveItem1 variable gives you a 1 in 1 chance or 100% chance and not a 1% chance. The pdf file says �LootChance This variable tells the spawning system to add loot to the spawned object from the spawners inventory. You can place items into the inventory of the spawner and by setting the LootChance to a value between 1 and 100. It will spawn a random item from the inventory of the spawner. Think of this as
a 1% to 100% chance, you can set to 27 for a 27% chance. Default value is 0. Which means no loot from the inventory ever.� My experience again is that a 1 used as the LootChance variable is 100% and you can think of it as a 1 in 1 chance to get an item. The PDF file seems to need updating and a sample chest or two in the demo mod would have saved a lot of time.
Posted by Hank at 2010-06-22 07:13:26 Voted 8.00 on 06/22/10
As Khanquer said in a previous post "correspondence has been terrible at best"! I give is an 8 because people that have the ability to write code like this or at least post it are hard to come by. He obviously has talent and skills beyond us normal hacks. The new update has solved some problems that I had where the spawn would not spawn if a player entered the area with a summons cast. The other new group spawning feature and spawning sequencer seem to work as well. The problem I have it that I can not get the spawner to give any loot. I put 9 std items in the spawner inventory and picked the std large chest and set the type as P. The chest spawns fine in the time set but no loot seems to be available. I tried 100% and 99% but no luck. I ask that a sample chest be put into the demo mod. _________________________ Link
Posted by Qrizz at 2010-05-13 23:53:42 Voted 9.75 on 05/13/10
Great ! _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by bsb5652 at 2009-10-20 19:09:01 Voted 8.50 on 10/20/09
Yeah, when I first downloaded this it wasn't as polished as it could have been, BUT was a great setup with most of the work done. I rewrote sections and added a bunch of new funcitonality to it for our PW. So, yes, more testing before posting is good, but the fact that it was posted, GREAT! _________________________ Brian S. Bloom
Realms of Trinity for NWN2 PW Creator Link
Neverwinter Nights Podcast Executive Producer Link
Posted by Khanquer at 2009-07-21 21:45:11 Voted 4.00 on 07/21/09
4 - Some Merit, Requires Improvements
Its been over a month now and correspondence has been terrible at best. After bringing the LootChance issue to light it has been updated with an even more broken update. The July 10, 2009 update will not even spawn creatures to test the LootChance fix. I have attempted many emails throughout the month to help resolve the issue and wasted a great deal of time 'testing' the last couple of updates. I did my testing with a raw 'new' module, not one saturated with other scripts, erfs, etc...And I have been patiently waiting for over a month for at least some resolution on these issues. Please TEST your stuff before you vault it for others to use. _________________________ I am just a mid level building nub (commoner), so ignore my human bratiness!
Posted by Ryodenkitahoshi at 2009-07-14 10:24:50 Voted 7.00 on 07/14/09
It appears to do what it says on the tin but after reading the pdf I am wondering how you would deal with different sized groups of players. What I mean is if you have 3 groups, A=Single PC - lvl 3, B=Group of 4 PCs - lvls 3-4, C=Group of 6 PCs lvl 4-5. Each group enters an area with your spawners, which are set to spawn 4 x CR 3 Creatures. While I realise areas can be set for specific CR, can this system modify the amount of creatures spawned based on the amount of PCs in the area? I dont think it can from the instructions but I wanted to check. It's not a criticism as such, I was just interested to know.
Also with these sorts of systems which spawn creatures regardless of whether a PC is in the area or not (unless I misunderstood the way it works), would they put a greater strain on the server than one which only spawns creatures when a PC is there? _________________________ Life is an Illusion - Death is the only Reality
I got the issue, thanks for the emails. I just did it with a quick rush. but the correct erf is uploaded now. Thanks _________________________ We do not make games to please others, we make games to please ourselves.
Posted by Khanquer at 2009-06-18 23:03:30 Voted 4.00 on 07/21/09
Most everything Ive been testing with this updated version is working great, except the LootChance. Ive set it to 100%, put about 30 items in the spawners inventory and tried variations of using the items set to 'droppable' and not set, but the spawner is not putting the items on the creature. This is a BIG thing to me, please look into its not working. _________________________ I am just a mid level building nub (commoner), so ignore my human bratiness!
I updated my spawner with new features. I also added a new help file. _________________________ We do not make games to please others, we make games to please ourselves.
Posted by ImmoralSinner at 2009-02-24 03:48:26 Voted 7.00 on 02/24/09
NvM, we found a way.
Posted by ImmoralSinner at 2009-02-24 03:44:04 Voted 7.00 on 02/24/09
I know this is old but worth a shot.
We're currently trying to use this spawner to create undead during the night, but then we want them to despawn at dawn and are currently having problems.
How would you go about this?
Posted by RolandGR at 2008-03-02 19:53:19 Voted 10.00 on 03/02/08
I use it in my modules, tho mainly for containers.
It's a shame I can't get this to work. I could really use it. I'm fairly certain I'm just overlooking something simple, but I can't seem to figure out what that might be (been several years since I've modded a NWN game).
Posted by Vicient at 2007-10-17 01:13:05 Voted 9.00 on 10/06/07
I reread your post there Vicient, yes that NewTag is applied as the new spawned mobs tag. What I do for quest checking is use the creature(s) resref instead. sorry about that _________________________ We do not make games to please others, we make games to please ourselves.
vicient try grouping your quest monsters by the resref val on the creature . Thus eliminating the need to check vs the tag. This can be done by the GetResRef(object o) method. _________________________ We do not make games to please others, we make games to please ourselves.
Posted by Vicient at 2007-10-15 13:02:55 Voted 9.00 on 10/06/07
When your excellent spawner creates new monsters does it change/modify their tags from the original versions to help it keep track? (Yes, I know each spawner has a different tag. Does it apply that tag to the spawned monsters?)
I have created a quest that �groups� monsters with a specific tag together, and it works, but only with monsters that I place manually. The spawned ones won�t join the �group.�
Great spawner by the way . . . top notch stuff.
Posted by rjero5 at 2007-10-10 09:28:31 Voted 9.00 on 10/10/07
Add spawn day/night and you got a real winner. Nicely done by the way.
Posted by Vicient at 2007-10-06 15:25:29 Voted 9.00 on 10/06/07
I didn�t actually expect this to fulfill both what I wanted and what I needed. It did.
It runs smoothly, and the only trouble I have had with it is of my own doing.
If you have used the system, I would like to hear any comments good or bad you have towards the system so I can make it better. Thanks. I am already currently working on a good Random Item Generator (not random premade items but a random props engine) to add to the spawner. Should come out next release. _________________________ We do not make games to please others, we make games to please ourselves.
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone