Repsawn Timers
- Scatman
- Retired
- Posts: 1688
- Joined: Wed Apr 16, 2008 5:44 am
- EQ2Emu Server: Scatman's Word
- Characters: Scatman
- Location: New Jersey
Repsawn Timers
The respawn timers appear to be busted. Mobs in the peat bog are set to 3600 respawn but when I kill them they come back within 5 seconds no matter what. Also, if I /spawn remove 1 a spawn, it also comes back within 5 seconds. But if I /repop, the spawn doesn't appear to come back.
- Scatman
- Retired
- Posts: 1688
- Joined: Wed Apr 16, 2008 5:44 am
- EQ2Emu Server: Scatman's Word
- Characters: Scatman
- Location: New Jersey
Re: Repsawn Timers
Hm, now it doesn't appear to be doing it anymore. I'll keep my eye out though!
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Repsawn Timers
Scat, I have definitely seen the /spawn remove 1 result in stuff I removed repopping. I never bugged it because a /repop fixes it. 
But the spawn respawn timers have always worked far as I know... with the exception of certain types of spawns. Groundspawns or whatever. I think that too got fixed recently.
Btw, I usually run a script to set all timers to 30s after import, so we can test this. I hadn't done so this last round. Do you (or anyone else) ever change respawn timers to intentionally set a specific timer? If not, I will continue to do this.
But the spawn respawn timers have always worked far as I know... with the exception of certain types of spawns. Groundspawns or whatever. I think that too got fixed recently.
Btw, I usually run a script to set all timers to 30s after import, so we can test this. I hadn't done so this last round. Do you (or anyone else) ever change respawn timers to intentionally set a specific timer? If not, I will continue to do this.
- Scatman
- Retired
- Posts: 1688
- Joined: Wed Apr 16, 2008 5:44 am
- EQ2Emu Server: Scatman's Word
- Characters: Scatman
- Location: New Jersey
Re: Repsawn Timers
I do if the respawn timer actually matters for something. Otherwise, I haven't really touched any of them yet.John Adams wrote:Btw, I usually run a script to set all timers to 30s after import, so we can test this. I hadn't done so this last round. Do you (or anyone else) ever change respawn timers to intentionally set a specific timer? If not, I will continue to do this.
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Repsawn Timers
Ok, then I'll stop mucking every respawn timer value up and only look for those set to 3600 (default).
oops!
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: Repsawn Timers
Gonna close this bug, since I think respawn timers work fine - but I will re-open a bug that /spawn remove 1 does not remove the spawn from the respawn timer list.
Who is online
Users browsing this forum: No registered users and 0 guests