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| Custom Script Release Archive This is a pre-script database archive of what our users had released. |
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#26 (permalink) | ||
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Forum Expert
Join Date: Mar 2004
Location: NorthCentral IL, USA
Age: 36
Posts: 3,974
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#27 (permalink) | |
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Forum Novice
Join Date: Jun 2005
Age: 31
Posts: 111
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Thnx for the help. Could yu answer any of my other questions?
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#28 (permalink) |
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Forum Master
Join Date: Aug 2003
Posts: 5,688
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You would set PlayerRangeSensitive to true, which would normally mean that creature AI would stop as soon as players moved out of range.
The mod simply allows the creature AI to continue for some period of time after that. This will automatically affect all creatures with PlayerRangeSensitive true. There is nothing to be set on spawners.
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The first line of the first rule in the forum rules and guidelines "Be respectful of others. " For questions, information, and support for XmlSpawner and its addons, visit the XmlSpawner Support Forum |
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#29 (permalink) |
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Forum Novice
Join Date: May 2003
Posts: 303
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I thought there was a built in system like the playerrangedsensitive mod in the XMLSpawner package? Do you need player range sensitive mod if you have the XMLSpanwer package? I'm just wondering if both are doing the same thing or not.
Anvil |
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#30 (permalink) | |
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Forum Master
Join Date: Aug 2003
Posts: 5,688
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When players leave the spawning area of a spawner and the spawner is full, and no mobs have been damaged or lured away from their normal spawning area, then the spawner will remove all of its spawns. Then when players return to the area, it will do a full respawn. The PlayerRangeSensitiveMod will allow mob AI to continue for a while after players move out of range of the mob to give the illusion that AI is always running. So the difference can be seen in the case where a dungeon mob follows a player to a dungeon exit. As soon as the player leaves the dungeon, normally the mob AI will shut off and it will just stay at the entrance until a player returns. SmartSpawning will not despawn it because it has left its normal spawning area, but with the PlayerRangeSensitiveMod the AI will continue running for a few minutes and so the mob will wander back to its home area. If the player were to come back into the dungeon 30 seconds later they would find the mob wandering back home. If SmartSpawning were to just automatically despawn/respawn whenever players were out of range regardless of where the mobs were, then when the player came back in, they would just be respawned back in their original spawn areas and it would seem to the player like the mob had been instantly telported back to its home area. That's why it doesnt work that way. Same thing for damaged mobs. With the PRS mod if the mob had been damaged, the player would return to find the same damaged mob wandering back. If they just got respawned it would seem like they had been automatically returned to full health. So having both systems in place gives more natural behavior to spawns in addition to reducing mob count.
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The first line of the first rule in the forum rules and guidelines "Be respectful of others. " For questions, information, and support for XmlSpawner and its addons, visit the XmlSpawner Support Forum Last edited by ArteGordon; 02-01-2006 at 08:40 AM. |
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#31 (permalink) |
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RunUO Forum Moderator
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Yeah I'm late and you posted it over a week ago but I just saw this thread so I must reply:
WoW
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