Go Back   EQEmulator Home > EQEmulator Forums > General > General::Server Discussion

General::Server Discussion Discussion about emulator servers.
Do not post support topics here.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #4  
Old 10-22-2008, 09:26 AM
RhinoDude
Fire Beetle
 
Join Date: Oct 2008
Location: USA
Posts: 22
Default

Quote:
Originally Posted by GeorgeS View Post
Ok the way/s I would do this is either of two ways. One is to code it in C++ and set a state in the table Spawn2 field Respawntime to a extremely large number or set a state like -1 and have any fields with -1 never respawn.

The other way is to write it in .net/C++ a executable that checks for any value where Respawntime<>0 and delete the NPC's in the spawngroup. You would need a backup up of the affected tables.

Those are just 'loud' thoughts..

GeorgeS

Thanks for the info George.

The way I was going to handle initial respawn so that thigns do not pop again is to simply batch update the database ahead of time so that all spawnentires within spawngroups that exist in dungeon zones have their respawntime set to a very large value. But this won't help if the server is reset.

I have no problem writing a C# or C++ app, but I'm wondering if there is there enough state in the database while the server is running that I could tell what has been killed (corpses, etc.) and what has not, and then delete from the spawnentries as needed?

Wiping an entire dungeon is easy once cleared out. But what if the group only half-way clears out the dungone? Since they won't play for another whole week, there is a strong chance the server will restart during that time. Having very long respawntime won't matter, as everything will respawn anyway.

So what I really need is a more granular way to delete only the items that have been killed. I would like to just write a sql proc that is scheduled to run every 5 minutes or so, which simply executes some querties to determine the dataset of killed things, and then if those things are either in a dungeon zone or if named, it deletes the spawnentry / spawngroup. But from what I've seen, there isn't enough state in the database to make that determination. Unless I'm overlooking something?

- Rhino
Reply With Quote
 


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 06:13 AM.


 

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 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3