Go Back   RunUO - Ultima Online Emulation > RunUO > Server Support on Windows

Server Support on Windows Get (and give) support on general questions related to the RunUO server itself.

Reply
 
Thread Tools Display Modes
Old 03-16-2007, 06:43 PM   #1 (permalink)
Forum Newbie
 
Join Date: Mar 2007
Posts: 12
Default Proximity Spawn help please.

Using XMLSpawner 2.

The objective is to have a spawn trigger as a "watch dog" when players access a "forbidden area". The forbidden area is essentially a hole in a basement which leads to a dungeon.

As players approach the hole an aggressive creature spawns. Said creature will despawn (in a few minutes) if the players run off.

Up to that point I've got things figured out. The trouble starts here.

Players kill the creature and have to pass back over the trigger to get into the hole. As they hit the trigger the mob immediately respawns. Now I have played with refract min/max which does delay the spawn of the creature, but they still get the trigger sound and proximity message.

I need to delay the actual trigger to get the effect I'm looking for. I toyed with NextSeqReset, but didn't get the desired result.

Would someone kindly direct me to a resolution please?

Thanks,
KT
Tai-Jiang Kun is offline   Reply With Quote
Old 03-17-2007, 08:32 AM   #2 (permalink)
Master of the Internet
 
Join Date: Aug 2003
Posts: 5,688
Default

The refractmin/max imposes the minimum interval between triggering. If you set it for 5 mins, then they will have to wait 5 mins after triggering it the first time before it will trigger again. It does not depend on whether or not they have killed any spawns.

The min/maxdelay setting of the spawner determines when the spawn is actually spawned. It is the minimum interval between spawns under standard spawning conditions. On a triggered spawner it will be the delay until spawning once the spawner has been triggered.
If you set the SpawnOnTrigger property to true, then it will always spawn immediately upon triggering regardless of the min/maxdelay settings.

If you set the spawner up as a sequential spawner, then you can configure it so that after they finish killing off the creature, the next spawn entry in the sequence is a delay (WAITUNTIL keyword spawn).
Sequential spawning allows you to link spawning advancement to spawn kills, although from your description I am still not 100% sure that is what you are trying to do.

From your description, it sounds like perhaps all you need to do is to increase your refractmin/max interval to avoid retriggering for a while (at least as long as the spawn Duration), and set the SpawnOnTrigger flag to true.
__________________
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
ArteGordon is offline   Reply With Quote
Old 03-17-2007, 10:03 AM   #3 (permalink)
Forum Newbie
 
Join Date: Mar 2007
Posts: 12
Default

That was actually a mistake on my part...
First I had the trigger activating immediately after the previous spawn was dead... fixed that with refract..

THEN when it did trigger the creature wasn't spawning until it got around to it.

In the end it was the spawn on trigger piece of the puzzle I was missing..


Next to play with Transserver.. It's installed just haven't messed with it yet.

Thanks so much for the help.. and awesome spawner by the way!
Tai-Jiang Kun is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



Powered by vBulletin® Version 3.7.0
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.2.0 RC5