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View Full Version : #spawn numbers for pop?


DooM
09-16-2002, 10:58 PM
i wonder if someone here can help a eqemu noob with the #spawn numbers for the pop zones. or if anyone has a nice trick how to find out =P. The #spawn numbers in the readme seem not to work (at least for me)

found so far by trial and error:

tower of sol ro:
247: Solusek Ro
254: some Guard

Plane of Justice:
250: some Ghost
251: Some Kinght.

edit found some more:

tranquility: 242, 243, 244
Ruins: 245, 253, 255, 250
knowledge: 243
nightmare: 241, 244, 250
innovation: 248, 249

looking especially for god modells =P they seem to be in some other numberspace i have not found yet by trying =P

Trumpcard
09-17-2002, 12:11 AM
Plane of Disease

255 Bert.
253 Undead Ogre
252 Some kind of building... Don't ask me..

kathgar
09-17-2002, 02:19 AM
race numbers go up to 2^16, plenty of space

DeletedUser
09-17-2002, 02:31 AM
That building is the Plane of Mischief center.

doksteven
09-20-2002, 03:28 PM
do you have to be standing in a special place in the zone to get these #spawn numbers to work? i've tried every example posted above and I keep getting human females.

Edit: Nevermind, the search function came to the rescue (looked for human female instead of human females.) I had to put a 1 in there... example #spawn 1 248

Eepster!
09-20-2002, 05:51 PM
Is there a way to cycle through a race range? For example, can I do a command that will spawn 400 mobs from race 1-400? That would be the quickest way to experiment.

Interesting though that all the old god models are apparently in every zone (at least all the ones I tried). Compare the old Solusek Ro (58) to the new one! Say what you want about Verant making ugly zones, but their unique mob models are usually well done.

steve
09-20-2002, 10:17 PM
Can someone post the readme file that came with the PoP zone files? The one that lists how to get the zones to work.

Thanks.

Trumpcard
09-20-2002, 11:25 PM
What a cool idea, put a primitive command shell inside of eqemu..

Then you could embed simple shell type scripts inside of the emu..

#script on
for race in 1 to 400
do
#spawn $race options
sleep 10
depop()
done

or easily script creature behavior. I'd like to see each creature given a customizable ai, a script to tell it how to respond uniquely, personally though, I doubt our machines have the cpu power to do that on a large scale so it would have to be based on distance to the player, only run ai for the monster when you are within a certain distance of a player.. Then have the mob perform actions specific to its characters, guards could pace back and forth in front of a door, a rat could run if at 15% health, etc. You could just write simple AI logic commands in a basic script language.

if (health < 15% )
do
creaturesay("You wont get me asshole!")
run()
done

I guess this is just an extension of the questing language, except it can be assigned to standard mobs and activated based on a distance check.

Anyways, just an idea, early in the morning so it might be a stupid one at that...

kathgar
09-21-2002, 12:30 AM
Then we have to check if they are "in range" every loop or so, then check for teh scripting.. not a light load

Trumpcard
09-21-2002, 12:56 AM
I would put a boolean flag in the creature data struct to identify it as a unique, that way you could put a conditional to even determine if you needed to check for anything. That would save checking for something that isnt going to be there, I'm guessing that 'agro range' already implements some distance checking, but I need to dip into the code to see how thats done, I would think that this would just be an extension of that.

Anyways, like I said, probably a stupid idea...

PhireBoi
09-22-2002, 05:52 AM
Picture of Guard from Solusek Ro, Dadadada
Or not, Too big

Eepster!
09-22-2002, 03:31 PM
#script on
for race in 1 to 400
do
#spawn $race options
sleep 10
depop()
done

Yeah, something like that. Perhaps add name before $race and use the race number in the name so you'd spawn something of race 45 with a name of Race45. Doesn't sound too hard but no idea on how many are interested in that sort of thing. I've been doing it manually but it gets old fast.

mikebridge
09-22-2002, 04:35 PM
shouldn't there be a way to pull apart the related s3d files for the zones and find all the valid race numbers? wouldn't necessarily know WHAT the race was, but you'd know the ID's for the valid ones (and probably have to do the same on the global s3d's also)

Eepster!
09-22-2002, 04:48 PM
Yeah, I was just going to ask that! Is there a way to see what models are loaded into which zone? That way you wouldn't have to cycle through them. Either way works for me. Just something other than manually trying each one would be nice.

AcydRx
09-23-2002, 01:44 AM
I think, that with EQInside, you can look at filenames... I don't think you can get spawn numbers and such with it, but I know you can open an archive and get the filenames from it. If I knew how to edit .dds or .wld files, I would definitely look... But, I don't. -_- So if anyone thinks they can figure it out, give it a try. ;p I think the EQinside source is available somewhere, too.

Darkfury907
09-23-2002, 07:01 AM
There is an s3d viewer etc called shout3d but I dont know how to get it working :/

The thing I want to know is for those of us who have the PoP files etc we have the obj files so shouldnt we be able to search for/summon all the new items?