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Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days. |
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03-03-2003, 11:14 AM
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Sarnak
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Join Date: Jan 2003
Location: Oregon/Standing in the RAin
Posts: 38
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HOW TO Add Spawns In game!
ok i just figured this out i bet it will help meny of you, because i found it wasnt real clear in the posts how to add spawns in game and make them stay in the DB so that they will repop, heres what i do:
in game: #spawn
then it will tell you how to use this command, i.e. #spawn Name Race Level etc.
make your spawn, if you dont know what gender or what ever to make it just ad a - in place of the value and the emu will set it to what it thinks is right, now make sure you have the correct race and class and all that suff, you might make a spawn and you wanted it to be a skelliton but it looks like a human, to fix this target it and #race 60 or what ever race you wanted, then it should look like the race you choose, now when your all done, you have it all just right target your spawn and type #zonespawn add
this will save it so it will respawn in the zone, note if you kill the spawn befour you #zonespawn add, it will not repop. so tinker with this and have some fun, also after you have them in your db you can use a tool like the admin tool to ad loot tables and such, remeber to restart your server after applying loot changes or any changes through a tool!
Izagod  (Valudus Of the Endless Time Server)
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03-11-2003, 08:10 AM
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Fire Beetle
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Join Date: Feb 2003
Posts: 11
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repop
when ever I try and manually repop my zone after adding a couple spawns, the newly added spawns don't repop. Is there a reason why? This is exactly how I did it:
#spawn beetle 22 2 <enter>
*at this point my spawn looks like a human so I type:
#race 22 <enter>
#size 4 <enter>
*cause I don't want the spawn as big as it was
#zonespawn add <enter>
#repop 2 <enter>
The only thing that repops is the preloaded spawns. Do I have to restart my server after I load all the spawns?
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03-11-2003, 08:42 AM
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Discordant
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Join Date: Jan 2002
Location: Manteca, CA
Posts: 352
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The reason for the repop not working could be that the database needs to be reloaded. Best thing to do is after you place your spawns and save them then exit out of the game and shut it all down and bring it all back up. It should repop the zone when you log in with the newly placed spawns.
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03-12-2003, 07:03 AM
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Fire Beetle
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Join Date: Feb 2003
Posts: 11
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Thanks for the response. I acutally ended up figureing that out last night, but I do apreciate that you got back to me on this one. One quick question, where can I find the program spawnED.exe??? I've been looking for it now for a little while but I have no luck, any ideas??
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03-12-2003, 03:12 PM
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Sarnak
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Join Date: Mar 2003
Posts: 55
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Thanks for the help izagod, definitely works!! Now, anyone got any common sets so we're not all trying to figure out the spawn at once? Like, what's the spawn command for a hill giant, Lady Vox, other dragons and such, willowisp, and others?
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03-12-2003, 03:15 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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There's a ref sheet that came with older emu versions and shows all the class and race numbers. Not sure if it came with 4.3.
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03-13-2003, 06:23 AM
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Hill Giant
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Join Date: Feb 2003
Posts: 126
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The latest release has a new command, #npcspawn.
You can use it to create/delete/update/add spawns and even npc_types.
I'm working on addt'l commands to completely flesh out in game spawn creation.
I've added #npcrespawnrate to control the respawn and variance, and I plan on doing commands to cycle through mobs in a spawngroup to allow complete control of loot drops etc.
farce
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03-15-2003, 07:47 PM
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Sarnak
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Join Date: Jan 2003
Posts: 64
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NO WORKY
i clicked on the spawned mob to target it
and typed #zonespawn add
it comes back with this command does not exist?
wtf thanks
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03-15-2003, 08:10 PM
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Sarnak
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Join Date: Jan 2003
Posts: 64
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was told to use
#npcspawn add after making the spawn
this does indead create a spawn but puts them all in a lump in the safe spot, also no graphics just human
i did reboot the server and mysql too 0.4.3
#npcspawn add
#npcspawn create
do both of these commands need to be used or is it not fully fuctional yet?
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03-15-2003, 08:18 PM
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Sarnak
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Join Date: Jan 2003
Posts: 64
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&
spawn update dint fix it also
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03-21-2003, 02:58 PM
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Sarnak
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Join Date: Jan 2003
Location: Oregon/Standing in the RAin
Posts: 38
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i am confused too, but
i figured all this neat stuff out, started populating zones, and then you guys changed to 4.3, as did i now when i use #npcspawn add they are not there when i repop the world, i assume that what was sayd about them poping in clumps at the safe point is true, i havent checked, but if any one has figured out how to make them stay where i put them, please tell!  also i wanted to add that you can only put races that belong/have been modeled for that zone, in to a zone.. iiihh thats confusing, its like this, you cant but netherbian drones in Gfay becouse there modeles dont work there, so it limits what types of mobs you can put in your zone, (Because Netherbian Drones belong in NETHERBIAN!) not gfay hehe, it would be nice if there was a way that you could put any race mob in any zone, but i think that has some thing to do with the zone files, ahhh ill shut up now :P
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03-21-2003, 02:58 PM
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Sarnak
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Join Date: Jan 2003
Location: Oregon/Standing in the RAin
Posts: 38
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ack it posted it self twice
ack it posted it self twice, cant fugure out ho to delete the post so i will make it say this: w00t!
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03-28-2003, 04:21 AM
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Fire Beetle
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Join Date: Mar 2003
Posts: 4
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Spawning Creatures in Wrong Zone
I know there is a way to make a model show up in a zone that it normal is not it. I know because the GMs used to do it all the time just playing around when I was a guide. So...there is a way, how, i don't have the first clue. Just something to look forward to.
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03-31-2003, 02:56 PM
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Sarnak
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Join Date: Feb 2003
Posts: 73
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I believe /become was the command we used to use in the Quest Troupe but it was limited. You can only use races/mob models that are in that zone. DE invading WC is easy.. DE are a player (PC) model and are universal, as are some npc models like skeletons, etc.
I can't recall ever having a mob (say Naggy) running through a zone it wasn't supposed to be in... and I think that's because it can't be done. I may be wrong, but I'm about 95% sure that's how it was - unless they changed it somehow. My Guiding days are way behind me.
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04-01-2003, 08:11 AM
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Sarnak
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Join Date: Mar 2003
Location: Hell -.-;;
Posts: 66
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boopie boopie
The reason GMs can do that is because they are using a developer/GM version of EQ with access to zone files, so they could temp load a character set from a different zone for the zone they're in while they use it. Unfortunately we're stuck with the crappy client version of EQ 
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