Log in

View Full Version : Spawns


ldrakken
09-19-2002, 01:03 AM
1. Did you know that from day 1 I noticed the x and y axis are reversed somewhere. When you use the #goto x y z command and say enter #goto 200 100 10 it will actually take you to 100 200 10 instead. I thought that kinda wierd.

2. 3.6 addon did fix the spawning of the guards and merchants. Question is how do you get the creatures to autospawn when you enter a zone? Unless I use FQadmin to look up the spawn id# I have to use #dbspawn2 command to spawn the creatures. They still dont drop any items when they die either. Nor do they have any AI.

Dont know if these things your still working on or they are there somewhere I just dont know how to initiate them.

The merchants still dont have anything to sell which I believe is a known thing. Dont mater if I need something I can summon it for now.

Just wanted to figure out what problems are still being worked on and what problems are mine due to something I didnt do right.

ldrakken
09-19-2002, 03:06 AM
Ok I have just learned for those who are reading this that the loot is still broken and is currently being fixed. Not a prob. Id still like to know about the spawns though. Thanks.

kathgar
09-19-2002, 05:24 AM
/loc is wrong, EQ uses y x z
#loc is right
we use real coords, EQ doesn't

ldrakken
09-19-2002, 07:16 AM
Thanks that explains it. Now If I could just get an answer on the Creature spawn. Is there a way to automate it or do you have to spawn em yourself. Or is the only way to automate them is to use #dbspawn2?