This is a VERY simple to use script to replace two default scripts that cause all creatures to respawn according to two variables. Help file is included.
Posted by Will_constantine at 2007-07-26 20:58:09 Voted 10.00 on 07/26/07
Works fine just what it says. Thanks alot.
Posted by DemonLords at 2007-02-05 15:21:28 Voted 10.00 on 02/05/07
Ok I got it working.....I was useing different on death and on spawn scripts so I had to add the code needed to those scripts and all is well.....Package does exactly what it is design to do and works great.
Posted by DemonLords at 2007-02-04 13:33:32 Voted 10.00 on 02/05/07
Ok I looked at the erf with word pad and it looks like I may need to have this script for the on death of the creatures NW_C2_DEFAULT7....Am I correct?
Posted by DemonLords at 2007-02-04 13:29:09 Voted 10.00 on 02/05/07
Anyone tested this with patch 1.04? I cant seem to get the system to work. Followed readme to the letter and still my blueprint creature wont respawn. I have the module props variable set to iRespawnTime=-1 useing Interger and the creature set to iRespawnTime=10 useing Interger. Waited 10secs. ans 10 minutes and no spawn. I imported the erf also. What is the scripts names that was imported?
Posted by Krusty Cromwell at 2006-12-30 17:35:08 Voted 9.50 on 12/30/06
I will see what I can find for you fightingod, I had an example module that respawned the creature a billion times (it was a 1hp creature with a 2s respawn)
Updated File today. Corrected problem where non-specifically assigned respawn times were using the hard coded 2 minute respawn rather than the Module default respawn time(if any).
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