Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::GeorgeS's Tools

Development::GeorgeS's Tools A forum just for GeorgeS's tools

Reply
 
Thread Tools Display Modes
  #1  
Old 06-15-2009, 01:35 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Yep, you can think of versions like spawn_conditions, except you cannot change them on the fly once the zone is up. Also, a bit off-topic but while I am thinking of it for the time being, spawn_conditions won't work in an instanced zone. I imagine what will happen is it'll work fine in the first version, but once the second version boots the conditions will effect both zones simultaneously.
Reply With Quote
  #2  
Old 06-15-2009, 01:55 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Hmm... if Version 0 of spawns appear no matter what version of a zone you have loaded, and the default is version 0, then making a blank instanced version of a normal zone sounds like it could be rather difficult.

I suppose you could move all of the existing NPCs to Version 1, and load Version 2 when you want your instanced version, but then how do you make sure everyone is always loading Version 1 of a zone when they don't want the instance, instead of Version 0, which would now have no NPCs in it?

- Shendare
Reply With Quote
  #3  
Old 06-15-2009, 02:12 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

I'm sorry, I was mistaken. Version 0 spawnpoints will only spawn in the default (version 0) zone. If you want that particular NPC and spawngroup to spawn in another version, you need to copy the spawn2 entry and set a new version. I was thinking about doors, traps, and objects where they WILL spawn in all versions if set to 0.
Reply With Quote
  #4  
Old 06-15-2009, 02:16 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Ah, now that makes sense.

Thanks for the clarification!

- Shendare
Reply With Quote
  #5  
Old 06-15-2009, 02:29 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

KLS just corrected me, only traps will appear in all versions if set to 0. doors and other object work like NPCs.
Reply With Quote
  #6  
Old 06-15-2009, 02:35 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Cool! The more control, the better, IMO!

- Shendare
Reply With Quote
  #7  
Old 06-15-2009, 03:52 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

And I even said traps would follow the versioning concept, but hadn't tested it.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 07:04 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3