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NWN2 SCRIPTS

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Name  MPWC Spawn Beta6
Author  mykael22000
Submitted / Updated  11-19-2006 / 12-07-2006
Category  Spawning
Type  Type - Spawning
Format  Code Only
Patch  1.03
Description
Myks Persistant World Core
Spawn Subsystem
Beta 6

Smart spawning of areas, including area cleanup.

Files

NameTypeSizeDownloads
mpwc_spawn_beta6.zipmpwc_spawn_beta6.zip
Submitted: 11-19-2006 / Last Updated: 12-07-2006
zip505.64Kb1860
Myks Persistant World Core
Spawn Subsystem
Beta 6

Smart spawning of areas, including area cleanup.

Please read docs if upgrading from a previous Beta
SCORE OUT OF 10
9.44
21 votes
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Comments (30):

1 2 3

Posted by The_Puppeteer at on12/21/09
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 on07/31/09
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 on07/31/09
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 on07/31/09
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 on07/31/09
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 on04/27/08
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 on01/27/08
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 on09/03/07
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, Jim AKA Urlord Visit the Persistent World of Nymri

Posted by Urlord at on09/03/07
Is there any way to have a spawner only spawn during particular hours of the day or days of the month? Like the old pwfse_time plug in did? _________________________ Peace, Jim AKA Urlord Visit the Persistent World of Nymri

Posted by MyHouse at on10/20/07
It must be just you OU Rocks. I had most things up and running in 20 min. I would give this a 10 if random traps/respawn traps worked in NWN2.

1 2 3

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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

 
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