Quickly add missing spawns.
I'm probably missing something.. but I just wanted to throw this up here, in case someone else finds it useful...
This code allows you, as a gm, to target a mob and the created a new spawn location for that spawn group exactly where you are standing. I uses #spawnadd after targeting a mob. It will make the targeting mob disappear. Then #repop and you should see both the mob you targeted and the new spawn location populate with mobs. (of course the whole zone repops because of this) To make this code work.. First make a back up of your code, so you can always revert to the original. Insert the following code in to the correct files, recompile, and restart your server. Insert this in command.h Line 290 Code:
void command_spawnadd(Client *c, const Seperator *sep); Line 383 Code:
command_add("spawnadd", "- Add a new spawn point for spawngroup at your location/heading.", 170, command_spawnadd) || Line 5435 Code:
void command_spawnadd(Client *c, const Seperator *sep) { |
Using #spawnfix isn't enough ? (it's already in the commands) I noticed this in your posted code though:
Code:
c->Message(0, "Error: #spawnfix: Need an NPC target."); |
Thanks.. I figured that I was missing something. Based on what I read I thought spawnfix was for moving an existing spawn point, not creating a new one. I'll give it a whirl. I guess i'm just too quick to code.
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Sorry, I was going by this (that you posted), which #spawnfix does the same thing. You can use '#repop close' instead of repopping the whole zone.
Quote:
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No worries. I really try to look and see what is going on in the code, before I tweak something. But, there is just so much in there. I feel like I'm missing half of what the emu does.
Thanks for the #repop close. I'll definitely be using that from now on. |
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