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  #1  
Old 10-27-2008, 06:01 PM
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Aonelyn
Hill Giant
 
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Default Need help with signals.

Hey, Im trying to play with signals, and have no clue what I am doing.

Basically, I'm trying to get it that when a raid force kills two mobs, it spawns another mob.

Any ideas?
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  #2  
Old 10-28-2008, 01:25 PM
Andrew80k
Dragon
 
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You could have the mob spawned on EVENT_DEATH of one of the two mobs you wanted to be killed.
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  #3  
Old 10-28-2008, 02:02 PM
ChaosSlayer
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Quote:
Originally Posted by Andrew80k View Post
You could have the mob spawned on EVENT_DEATH of one of the two mobs you wanted to be killed.
thats not the same thing
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  #4  
Old 10-28-2008, 02:44 PM
Andrew80k
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Not sure why it wouldn't be the same. Mind explaining why it's different? If you have to kill both mobs before you spawn a new one, this would do it.
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  #5  
Old 10-28-2008, 03:31 PM
ChaosSlayer
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Quote:
Originally Posted by Andrew80k View Post
Not sure why it wouldn't be the same. Mind explaining why it's different? If you have to kill both mobs before you spawn a new one, this would do it.
so you have A and B.
what you proposing that when A dies C will spawn, while question was how to make so when BOTH are dead C spawns.
Your way essentialy cuting intended encounter in HALF

Have you ever did Bertox raid?
bertox only spawns after all 12 kings are dead, not just one

thing geting even more complex if all mosb have to be killed within certain time frame - like Cursed encounter in Sssra. Curse will only spawn if all 6 taskmaster dead at the same time - if any of TM respawn before you finish off other 5- the encounter will be broken and will have to wait 3 hours before it fully resets
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  #6  
Old 10-28-2008, 03:34 PM
Andrew80k
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Ahhh, yes. Not sure what I was thinking.
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  #7  
Old 10-28-2008, 03:47 PM
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cavedude
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The best way to accomplish this is to have an invisible NPC on a timer that checks for the presence of the NPCs you want down. Obviously, you'd want to make their IDs unique from other NPCs. They can be the same as each other, however. Once it determines that they are down, you can either have it send a singal to another NPC and then depop, or stop its timer and continue on with the script itself. The one thing you don't want to use is a counter. With counters, if two NPCs go down at exactly the same time, only one will be counted. This is because Perl can only process one action at a time. For a real life example look at: #phase2_timer.pl in potimeb which checks for the existence of the phase 2 wave 1 spawns, and then sends a signal to another NPC to pop wave 2 when they are down.
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  #8  
Old 10-28-2008, 04:15 PM
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trevius
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I think this quest I submitted a while back should be useful to you:

http://www.eqemulator.net/forums/showthread.php?t=24869

It does a similar thing to what you are wanting to do. You can probably find good examples of the scripts to use from it.
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  #9  
Old 10-28-2008, 06:15 PM
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joligario
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Also, the freshly redone Trial of Mastery Berserker Epic encounter uses many signals... On PEQ of course.
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