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  #1  
Old 12-26-2009, 11:23 AM
eski2
Hill Giant
 
Join Date: May 2008
Location: sydney
Posts: 177
Default spawning mobs for the players

I'm trying to set up a sample spawn group of arboreals. I have the npc ids and use #dbspawn 540xxx to create the right type. However, i thought that they'd automatically start wandering like the others in Greater Fay.

Are paths set for every mob or can they just walk randomly?

Is #spawnfix required to save the spawn points?

What would you do to make killing them raise plane of growth faction? I can vaguely understand how to edit the factions but can't wrap my head around what to do for this sort of problem :P

If i was good at graphics, i'd love to make them appear more undead, assuming editing the models they use is even possible.
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  #2  
Old 12-26-2009, 05:34 PM
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joligario
Developer
 
Join Date: Mar 2003
Posts: 1,498
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Pathing is not automatic. You must spawn it on a grid if you want it to wander.
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  #3  
Old 12-26-2009, 07:09 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by joligario View Post
Pathing is not automatic. You must spawn it on a grid if you want it to wander.
We need to change that methinks It would be great to be able to tell a NPC to wander, especially in open zones. We have roamboxes, but without having more control over the delay time and distance variables they are pretty limited. I once tried to make them more like grid pauses, but got sidetracked and the code wasn't really going the way I wanted anyway. I'd bug KLS, but she's currently working on a majorly kickass spell overhaul.
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  #4  
Old 12-26-2009, 10:43 PM
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ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
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yes all roamboxes need is just 1 extra variable- such as pause type to make roaming truly random. But otherwise they do wonders
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  #5  
Old 12-26-2009, 10:59 PM
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trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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For some nice tutorials, check these great ones out that GeorgeS was kind enough to write (note some parts use GeorgeS' tools for assistance):

EQEMU NPC Spawning Tutorial:
http://www.georgestools.eqemulator.n...tut/index.html

Creating NPC's Pathing:
http://www.georgestools.eqemulator.n...ng_spawns.html

Both of those Tutorials are very useful, especially for people just starting out. I even still reference the pathing one when I do pathing sometimes, because I always have trouble remembering which option is which for creating grids lol.
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