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RS Spawn System
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RS Spawn System
When placing more than 1 creature spawnpoint, do you only change the name of the waypoint to the resref or must you make a copy of the waypoint so you can change its resref? I'm asking because my 1st spawnpoint worked fine until I made another in a separate area. The 2nd works good but the 3rd I place in yet another area seems to 'despawn'.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: RS Spawn System
You change the TAG of the waypoint to the resref of the creature you want spawned.
I put one down, copy/paste and change the names accordingly.
make sure your areas onEnter is using the rs_onenter scripts otherwise it wont work.
I put one down, copy/paste and change the names accordingly.
make sure your areas onEnter is using the rs_onenter scripts otherwise it wont work.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: RS Spawn System
I changed the 'Tag' of each to the resref but now there are no spawns. I did not use RS_'resref'...could that be it? I am using version 2.1.1
Okay, I changed the 'Tag' back to RS_CREATURE for each/left the 'Name' the resref for the creatures wanted/took away the items I had set the 1st and 3rd spawns to have/drop. All 3 spawns worked but there seems to be a 'safe code' that despawns them when they are about to kill the PC. I come to this conclusion because the dire wolves do not come close to killing the PC I was using to test with, a lev13 fighter, but the other two spawns did almost kill him and they just plain disappeared without being killed so I'm guessing that's a despawn.
2nd edit I found the 'despawn' in the include script and set that false. If my mind is functioning right, that may well take care of my vanishing foe
Okay, I changed the 'Tag' back to RS_CREATURE for each/left the 'Name' the resref for the creatures wanted/took away the items I had set the 1st and 3rd spawns to have/drop. All 3 spawns worked but there seems to be a 'safe code' that despawns them when they are about to kill the PC. I come to this conclusion because the dire wolves do not come close to killing the PC I was using to test with, a lev13 fighter, but the other two spawns did almost kill him and they just plain disappeared without being killed so I'm guessing that's a despawn.
2nd edit I found the 'despawn' in the include script and set that false. If my mind is functioning right, that may well take care of my vanishing foe
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: RS Spawn System
I figured my woes with the Spawner and love the system! It truly is a must for any PW, imo
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: RS Spawn System
good to hear!!! and I bet its nice to get something like that running smoothly in game!!
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
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