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  #1  
Old 06-26-2008, 07:08 PM
Neiv
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Join Date: May 2008
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Okay, one thing I didn't expect was for the newly spawned mobs to disappear when I log off. If I want them to remain spawned until they are killed by a player raid or an npc war, is there a way to do that? The goal of the npc spawn is to provide reinforcements against members of another faction coming in and taking over the city in an attempt to retake the item I just turned in to the king. If they despawn when I log from my account, then the quest is functionally useless to my storyline. I want to make it so that they remain there to guard the realm against players of a different faction who are looking for the item I just turned into the king. If another faction does come in, kills all the npcs (except for the king), loots a specified item from one of the named npcs, and turns it into to the king, the king then yields the item they came for (via another turn-in), and all his reinforcements despawn, never to spawn again until and unless someone else turns in the same item to him.

How do I make the spawns stay put? Would that be a quest::spawn rather than a quest::spawn2? Something else? Also, once I have them there, I want to have the second item turn-in trigger their despawn. Any ideas on this?
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  #2  
Old 06-26-2008, 07:13 PM
ChaosSlayer
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Join Date: May 2007
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the server has no way to store any data about something what is not a part of default spawn DB

you may want to turn on the Persistant State rule in Variables section of the DB. but no garantee that server will record and reproduce CURRENT state for mosb that are not part of DB spawns

basicly if you looking for soemthing like a GM event where mobs become persistant, you want to actualy add them to regular spawn tables and turn then on and off as requred.

of course it would have to be done by hand, cuase there no conection betwen quest scripts and DB

NOTE: once Persistant State has been turned on ANY changes you do Db will auto crash the server untill Persistant State turned off.


As far as despawning goes, there is a comand quest::depop

basicly once item turned in to quest NPC, npc will need to send a SIGNAL code command to each npc you want to dispawn, and each of those npcs will execute depop comand
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  #3  
Old 06-27-2008, 10:48 AM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
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Quote:
Originally Posted by ChaosSlayer View Post
you may want to turn on the Persistant State rule in Variables section of the DB. but no garantee that server will record and reproduce CURRENT state for mosb that are not part of DB spawns
Actually, this works very well. I turned persistent state on, did the quest, did a #zsave (not sure if that matters, but I did it anyway), logged out, shut down world, came back in and the mobs were still there.
Quote:
As far as despawning goes, there is a comand quest::depop. basicly once item turned in to quest NPC, npc will need to send a SIGNAL code command to each npc you want to dispawn, and each of those npcs will execute depop comand
Thanks; I'll give this a try.
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  #4  
Old 06-27-2008, 11:46 AM
ChaosSlayer
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well its nice to know that Persistant State rule works like this .
Rememebr however - you will not be able to edit DB as long as it turned on.

I mean you can edit it, but then the server won't boot up cuase Persistant State requres for Db to remain IDENTICAL to what it was before server was shot down in order to restore it to exactly how it was

I once did that.. I spend 3 days trying to figure out why server is not booting up anymore =)
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  #5  
Old 06-27-2008, 11:09 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
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Quote:
Originally Posted by ChaosSlayer View Post
well its nice to know that Persistant State rule works like this . Rememebr however - you will not be able to edit DB as long as it turned on. I mean you can edit it, but then the server won't boot up cuase Persistant State requres for Db to remain IDENTICAL to what it was before server was shot down in order to restore it to exactly how it was
Odd. I have been able to make changes to the DB with this on. I changed the zone points in the zone_points table for a custom zone I have, and it works just fine.
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  #6  
Old 06-27-2008, 11:17 PM
ChaosSlayer
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well from what i know its not all parts of the DB its some parts which would have a direct impact of persistant data stored - like walking grid for a mob
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