Thread: Timer issue
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  #4  
Old 09-14-2014, 01:51 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
Default

Looks like the ghoul_executioner is activating on death an already running spawn2 condition, perhaps this is gumming up the works.

Possible solution is to make a copy of the a_ghoul_executioner npc of 66092, which would become I assume on your server perhaps 66180 since your controller npc is 66179, then use that in your controller script as the spawned npc. Rename the a_ghoul_executioner.pl to 66180.pl, but remove the signalling of the controller npc part. Also create a 66092.pl (the original a ghoul executioner) and set an event based on death as before to signal the controller mob, but to NOT modify the spawn conditions.

When the original a_ghoul_executioner(66092) is killed, the controller mob is signaled, but the existing spawn2 conditions are not modified, then when the new a_ghoul_executioner spawns, it is the 66180 version, and on death, will re-enable the original spawn2 condition that the controller npc turned off after the timer expired.

Would look like this:

66092.pl (original npc id of executioner)
Code:
sub EVENT_DEATH_COMPLETE {
quest::signalwith(66179,1);
}
66180.pl (or whatever the new npc id of the copied executioner is)
Code:
sub EVENT_DEATH_COMPLETE {
quest::enable_spawn2(9968);
}
controller.pl
Code:
sub EVENT_SIGNAL {
	if($signal==1) {
		quest::settimer("exec",60);
				}
}

sub EVENT_TIMER {

	if($timer eq "exec") {
		quest::disable_spawn2(9968);
		quest::spawn2(66180,0,0,-890,622,-203,53.5);
		} 
		
}
This keeps the spirit of your original idea instead of just changing the spawn timer for that spawn group.

I have not tried this myself to verify though, but if I see no response I will build in on my test rig and test it either tomorrow or the next day..
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