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  #1  
Old 03-15-2013, 06:07 PM
dagulus2
Hill Giant
 
Join Date: Feb 2013
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Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.

Setting the ingame time with the #date command made the camp work as expected.
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  #2  
Old 03-17-2013, 02:49 PM
noudess
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Join Date: Sep 2012
Location: Upstate NY
Posts: 274
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Quote:
Originally Posted by dagulus2 View Post
Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.

Setting the ingame time with the #date command made the camp work as expected.
Yep, setting real life date/time with #date fixed the problem once I ported out and back into lake rathe.
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  #3  
Old 03-18-2013, 01:13 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
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Quote:
Originally Posted by dagulus2 View Post
Well after poking about some more, it turns out the first in-game year that the Spawn_events are scheduled to take place is 3193, and I was at year 0.

Setting the ingame time with the #date command made the camp work as expected.
You are better off doing what Robregen said, as the next time you update the DB your time will be off. You have to use the eqtime.cfg included with PEQ to avoid that.
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  #4  
Old 03-18-2013, 01:22 PM
noudess
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Originally Posted by cavedude View Post
You are better off doing what Robregen said, as the next time you update the DB your time will be off. You have to use the eqtime.cfg included with PEQ to avoid that.
It looks to me like using #date updated my eqtime.cfg file.
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  #5  
Old 03-18-2013, 01:32 PM
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cavedude
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The next time the PEQ DB gets updated, the date will change again since PEQ is always running on TGC. Your eqtime.cfg will no longer match it and will break your spawn cycles again. You can keep doing #date, but that's kind of silly. Just write a script to copy eqtime.cfg from the PEQ release to your server directory and then never worry about it.
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