Posted by WarrLoxx at 2011-08-23 17:32:47 Voted 10.00 on 08/23/11
This spawn system is fantastic. The documentation is really nice too. I hope you're still working on future versions. :)
Posted by Ugly_Duck at 2011-08-20 16:42:43 Voted 10.00 on 08/18/11
Ok, I figured this one out too. Your "Resource Name" has to be the same as the "ResRef" for the placeables to spawn correctly. [FYI!] _________________________ Ugly_Ducks Portfolio
New Releases: Item Icon Booster: Gore Galor: Click Here Item Icon Booster: Loot & Treasure: Click Here Combat City 24x24: Click Here Mine Quarry & 2 Level Mine: Click Here
[Other Endeavors] Terrain Texture Pack: Volume 1Click Here Item Icons: Volume 1Click Here Loadscreen Pack: Vol.2 (Includes Vol.1)Click Here Longer Names Override:Click Here
Posted by Ugly_Duck at 2011-08-20 15:51:59 Voted 10.00 on 08/18/11
I'm having trouble spawning creatures and placeables (treasure chests & barrels/crates) after renaming the item/creature's ResRef to something unigue.
Example:
If I rename a chest's ResRef to something like: plc_chest_low , the system won't generate that chest in game. _________________________ Ugly_Ducks Portfolio
New Releases: Item Icon Booster: Gore Galor: Click Here Item Icon Booster: Loot & Treasure: Click Here Combat City 24x24: Click Here Mine Quarry & 2 Level Mine: Click Here
[Other Endeavors] Terrain Texture Pack: Volume 1Click Here Item Icons: Volume 1Click Here Loadscreen Pack: Vol.2 (Includes Vol.1)Click Here Longer Names Override:Click Here
Posted by Ugly_Duck at 2011-08-18 17:34:40 Voted 10.00 on 08/18/11
Ok, I solved my problem.
This system kicks arse! Please keep improving it.
Suggestion:
Make it possible to alter the Statistics, Hit Points, and Saving Throws by a variable set. This would add a great bit of diversity to the same old spawns.
New Releases: Item Icon Booster: Gore Galor: Click Here Item Icon Booster: Loot & Treasure: Click Here Combat City 24x24: Click Here Mine Quarry & 2 Level Mine: Click Here
[Other Endeavors] Terrain Texture Pack: Volume 1Click Here Item Icons: Volume 1Click Here Loadscreen Pack: Vol.2 (Includes Vol.1)Click Here Longer Names Override:Click Here
Posted by Ugly_Duck at 2011-08-18 13:02:26 Voted 10.00 on 08/18/11
I'm having trouble setting up the waypoints. Do the waypoints need to have 'every' variable in the documentation set on them?
I don't know what im doing, so if someone would help me that would be great! _________________________ Ugly_Ducks Portfolio
New Releases: Item Icon Booster: Gore Galor: Click Here Item Icon Booster: Loot & Treasure: Click Here Combat City 24x24: Click Here Mine Quarry & 2 Level Mine: Click Here
[Other Endeavors] Terrain Texture Pack: Volume 1Click Here Item Icons: Volume 1Click Here Loadscreen Pack: Vol.2 (Includes Vol.1)Click Here Longer Names Override:Click Here
Does anyone have an area or module with all the stuff setup. I find the documentation a bit hard to understand. _________________________ Admin, Legacy: Dark Age of Britain. Link
Posted by Developer Silver at 2010-03-10 22:59:23 Voted 9.00 on 03/10/10
Great system! I've used it as an inspiration for a custom loot system in our PW... _________________________ Developer Silver Faerûn Nights Admin
Posted by The_Puppeteer at 2009-12-21 18:40:59 Voted 9.75 on 12/21/09
I'm placing my vote now. The system is versatile and powerful. I've been discovering new tricks for using it in a variety of ways over the two months that I've been working with it. It's only missing a few minor functions (mentioned by Kidsysco) otherwise I'd give it the full 10.
By the way, I got around the lack of a function to spawn nothing at times by diluting the spawn lists with neutral critters such as rabbits. _________________________ Co-founder of the PW (open beta) Sea of Dragons. It is a quest-heavy (yet has sandbox elements) role-play server geared towards party adventures for mid level characters.
Posted by The_Puppeteer at 2009-10-22 18:12:49 Voted 9.75 on 12/21/09
Ryoden,
The instructions for setting up an HCR2 module give the answer to your question about merging scripts into theirs. They actually say not to do it but rather, set up a module variable to run other scripts. Check the instructions provided with the HCR2 download for more detail. _________________________ Co-founder of the PW (open beta) Sea of Dragons. It is a quest-heavy (yet has sandbox elements) role-play server geared towards party adventures for mid level characters.
Posted by Ryodenkitahoshi at 2009-08-23 09:00:15 Voted 8.00 on 07/31/09
Question - I thought it was possible to use a placeable as a spawner, which does work as I created a placeable and put the variables on it no problem. My question is this, when the object is destroyed shouldn't the spawning stop? I ask because when I tested it it carries on spawning even after destroyed? _________________________ Life is an Illusion - Death is the only Reality
Posted by Ryodenkitahoshi at 2009-08-01 14:42:44 Voted 8.00 on 07/31/09
Apologies - ignore the previous post, I just realised I was using an old bunch of NPCs and they didn't have the right variable *facepalms* _________________________ Life is an Illusion - Death is the only Reality
Posted by Ryodenkitahoshi at 2009-07-31 12:39:07 Voted 8.00 on 07/31/09
Another question - when spawned the creature just stands there like a lemon, is there any way to get them to random walk as per normal spawns? _________________________ Life is an Illusion - Death is the only Reality
Posted by Ryodenkitahoshi at 2009-07-25 13:01:21 Voted 8.00 on 07/31/09
Hi, I have got this to work in a vanilla mod but when I tried to integrate it with HCR2 onmodenter scripts I had a problem (not being a scripter). On looking at your SPAWN_ModClientEnter I noticed that in the comments it says // Module - OnClientExit ? Is that a missprint? Looking at the exit script it almost looks to my admittedly untrained eyes like they are the wrong way around - obviously they are not since I know it works but could anyone help with integrating it with the HCR2 onenter / exit scripts - it looks like each script is using ObjectoPC for 2 different things? _________________________ Life is an Illusion - Death is the only Reality
Posted by kidsysco at 2008-04-27 07:13:43 Voted 9.00 on 04/27/08
This is very close to a perfect 10. The DoT server has implemented this script on about 100 areas and things are working great! Respawns are highly controlled, it saves server memory and keeps things moving fast! I would like to see a few more options available, however; in order to make this a perfect 10.
I would like to see a flag for only spawning creatures in day or night, maybe just certain times of the day.
Would also like to be able to specify a percentage on if a single monster will even spawn or not. Right now I can set the max spawn number to 1 and the min to 0 and that gives me a 50% chance. I can add more spawn tags and increase the number of creatures that can be spawned to reduce chances further but then we may end up needing to spawn something, when it would be nice to not spawn anything.
Great script! Good job!
Posted by Shargast at 2008-01-27 08:33:46 Voted 9.75 on 01/27/08
Very well organized with quite a bit of commenting! A ready to go and useful system!
Cheers
Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Urlord at 2007-11-12 07:43:43 Voted 10.00 on 09/03/07
I found the time plug in and the documentation is sadly lacking in this area. You need to use the spawn_exit_count and spawn_exit_x paramenters where the first is the number of plugins you are loading (1 in this case) and the second lists the plugin script names, �spawn_p_time� in this case. Finally, you need to set the hours that you want the spawner to be active. See the script spawn_p_time for notes on this.
I then set up a single NPC spawner as a test with the spawn times set to 0xAAAAAA, which is every other hour. I turned on Debug and logged in to watch the spawner.
When the watchdog timer is not active, the spawner spawns as expected. However, when the watchdog timer is active, the NPC would briefly spawn and then despawn. Is this expected behavior or is there a bug in the code? I would actually expect the spawner to not spawn at all. _________________________ Peace,
If this does what it says it can it could be useful. But I had such a hard time understanding how to use it that I don't know if anyone except an expert scripter can use it. I spent several hours trying to get it working right and I gave up eventually in frustration. It's probably just me, but I don't feel right voting higher.
Posted by Run OJ Run at 2007-10-20 13:23:16 Voted 1.00 on 10/20/07
okay
Posted by Urlord at 2007-09-03 14:41:33 Voted 10.00 on 09/03/07
Ok - the part where I said:
====================
I left "nw_c2_default7" in place for creature's OnDeath event and assigned a variable DeathScript the value of "spawn_ondeath". Do you see anything wrong with this method? It appears to work fine.
====================
Disregard This - I see what you are doing now. I set it to spawn_ondeath now.
Posted by Urlord at 2007-09-03 08:52:37 Voted 10.00 on 09/03/07
Well I have to say, excellent job. The documentation is well done, the code it chocked full of useful comments and well organized, and I was able to switch over from my PWFSE system to your system in very short order. I was wanting a demo module, but with the excellend documentation, I don't think one is needed. I don't give out 10.0 votes very often, but this deserves it. I do have some comments:
In the documentation, spawn_modcliententer should be spawn_modoncliententer and should be placed in the OnPCLoaded event.
In the documentation, spawn_modclientexit should be spawn_modonclientexit and should be placed in the OnClientLeave event.
I left "nw_c2_default7" in place for creature's OnDeath event and assigned a variable DeathScript the value of "spawn_ondeath". Do you see anything wrong with this method? It appears to work fine.
I noticed that you are maintaining the object tags, which is excellent. That was a negative with PWFSE. I had a work around for WalkWayPoints. I want spawns partolling with WalkWayPoints. I didn't see any way to do this, any suggestions.
Thank you got taking a good system and making it better! _________________________ Peace,
Posted by Urlord at 2007-09-02 19:01:37 Voted 10.00 on 09/03/07
Just downloaded this and looking forward to evaluating it. I have been using PWFSE by knat since he was developing it. I have a duplicate of it that I tweaked for NWN2 that I have been using. However, your additions with things like the societies intrigues me as weel as the clean-up routines. I did a quick glance at the code and I see that you took out the use of CopyObject which I have as well. I am going off to my "Office" to read the documentation. I would like to see a demo module. Is there one around? I will vote after I have a chance to play around with it. BTW, I love reading your code. Very good in-line comments and writting style. More to come.
tomassus - the refills are only processed when the area is reset (ie it is repopulated after if has been empty for long enough for the area cleaner to be trigered). This means putting refil info on spawned items is never going to work. I'll have a think about how to refil dynamically spawned containers - they'll respawn if the container is destroyed, but not if it is merely opened.
The onEnter scripts can hit problems with the instruction limit, leading them to stop before they have finished spawning everything in a large/busy area. I've restructured the code a bit for beta7 and it'll handle a few more now.
DemonLords - I'll check those scripts out.
commiebob - spawn_activate_group_ondeath is meant for the death of a single monster, not of a spawn group. The idea being that when you kill the trigger monster, a whole bunch more will show up. I can't think of an easy way to have critters change after all of a spawn group is killed.
Abyssa - I'd recommend not setting the spawn_pc_factor - it can cause lots of extra critters to appear. If you're still getting double and triple firing, I may need a sample area that has the problem to work out what's going on.
The next version (Beta7, due this weekend or next), will check a variable called 'spawn_persistent' on doors. If set to 1, it'll leave them alone. If not set, it'll take them over, doing locks, traps and bashing.
edret - Yes, the area cleaner in this script will trash items not created by it, including low value stuff in stores. It should work ok with another area cleaner, as long as the ondeath scripts get to fire.
I have 2 questions. Will this system clean up items, creatues, etc. that aren't specifically created by this system? Also, if another area cleanup system system were to delete all the items, creatues, placables, etc. in an area, would that create problems when this system tries to quiesce the same area?
Posted by StormSeer at 2007-04-22 23:19:49 Voted 9.00 on 04/22/07
Nice stuff mykael22000.
Got it working a treat. Suggest you add the demo mod as a link above, doco is great but there is nothing like a demo mod to cut and paste from :D _________________________ AussieNWN - Dark Ages (now deceased) Link
Admin, Dev, DM
Posted by Abyssya at 2007-03-13 21:19:38 Voted 9.25
Has anyone else noticed that areas with the Spawn_onEnter script will override a door's locked state if you set it to locked in the properties with the toolset? I think I have finally found why my doors are not locking as it only happens in areas with this script and the issue disappears when I remove it. More later, when I have located the issue...
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