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Old 01-30-2006, 07:10 PM   #26 (permalink)
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Quote:
Originally Posted by Dave1969
I just converted all my spawners to your system. I also have the PlayerRangeSensitiveMod. I have it set to 2 minutes. Heres my question. After converted to your xml spawners i go into the props of a spawners and all of them have HomeRangeisRelative=false. Is this what i want to see? Im a little confused on your instructions on having PlayerRangeSensitiveMod. Do i want it set to True or False? And how do i do that to all the spawners? Or does your mod i have automatically set it to True?
Also what does HomeRangeisRelative=false mean? sorry for rambling.
HomeRangeisRelative has nothing to do with the PlayerRangeSensitiveMod its basically set so that if thats true and a mobile spawns they will always wander from the spot they spawned at instead of from where the spawner is located.
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Old 01-30-2006, 07:29 PM   #27 (permalink)
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Default Thnx for the help. Could yu answer any of my other questions?

Thnx for the help. Could yu answer any of my other questions?

Quote:
Im a little confused on your instructions on having PlayerRangeSensitiveMod. Do i want it set to True or False? And how do i do that to all the spawners? Or does your mod i have automatically set it to True?
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Old 01-30-2006, 08:09 PM   #28 (permalink)
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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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Old 01-31-2006, 02:04 PM   #29 (permalink)
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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.

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Old 02-01-2006, 08:37 AM   #30 (permalink)
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Originally Posted by Anvil
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
They are related but are different. I use both of them on my shard. The SmartSpawning feature of XmlSpawner will automatically despawn/respawn spawners based on player proximity. The primary idea there is to transparently reduce overall mob count to give the illusion of a fully spawned shard when actually at any time it is only partially spawned.
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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Last edited by ArteGordon; 02-01-2006 at 08:40 AM.
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Old 02-01-2006, 08:55 AM   #31 (permalink)
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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:

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