[Request] Spawn ID Names

EQ2Emulator Development forum.

Moderator: Team Members

Post Reply
User avatar
Arremis
Retired
Posts: 388
Joined: Sun Sep 02, 2007 10:11 am
Location: Memphis, TN

[Request] Spawn ID Names

Post by Arremis » Sat Feb 13, 2010 2:45 pm

Once upon a time, we'd have to use /zone [zoneid] in order to zone to a certain zone. Now, we can use /zone antonica to go to that zone. I'd like to request the same feature for /spawn [spawnid]. That way, I can just /spawn AntoniaBayle and charm her and have her follow me around like a lost puppy. It would also be handy if looking for spawn, you could do a partial search like /spawnsearch Ant, and have it come up with all the mobs that have Ant in them. Also, I'd like to see the default spawn location of /spawn'd mobs be that of where the GM/Admin is standing when they invoke the command. That way they could manually place them like house items, or if they want a specific loc, they can go the long route like we do now. Thanks :)
I am the UI Master...there is no charge for my awesomeness.

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: [Request] Spawn ID Names

Post by John Adams » Sat Feb 13, 2010 3:49 pm

/spawn {id} is the only way this can be done. What happens when you have 12 different models of "a rat". You want all 12 of them to spawn at your location? Furthermore, /spawn {id} does spawn at the current location of the person executing the command. You ever logged into an EQ2Emulator before?

You might try it before making anymore requests.

User avatar
Arremis
Retired
Posts: 388
Joined: Sun Sep 02, 2007 10:11 am
Location: Memphis, TN

Re: [Request] Spawn ID Names

Post by Arremis » Sun Feb 14, 2010 8:16 am

I did try this last night, and it looked like the command had worked, but there was no confirmation, and no spawn anywhere that I could see. I figured it probably did spawn somewhere in limbo, which was the reason for my request.
I am the UI Master...there is no charge for my awesomeness.

User avatar
Scatman
Retired
Posts: 1688
Joined: Wed Apr 16, 2008 5:44 am
EQ2Emu Server: Scatman's Word
Characters: Scatman
Location: New Jersey

Re: [Request] Spawn ID Names

Post by Scatman » Sun Feb 14, 2010 9:25 am

Do you have spawns in your database? I just tested /spawn and it works just fine. I spawned 3 different spawns right on my location.

User avatar
Arremis
Retired
Posts: 388
Joined: Sun Sep 02, 2007 10:11 am
Location: Memphis, TN

Re: [Request] Spawn ID Names

Post by Arremis » Sun Feb 14, 2010 4:31 pm

I was /spawn'ing on Tess...admins only? Usually, there's a prompt if there's a restriction on commands :S
I am the UI Master...there is no charge for my awesomeness.

User avatar
Zcoretri
Team Member
Posts: 1642
Joined: Fri Jul 27, 2007 12:55 pm
Location: SoCal

Re: [Request] Spawn ID Names

Post by Zcoretri » Sun Feb 14, 2010 7:02 pm

Arremis wrote:I was /spawn'ing on Tess...admins only? Usually, there's a prompt if there's a restriction on commands :S
Yes, you need a certain level of command access for those functions on TessEQ2

CliveEvenstar
Posts: 47
Joined: Thu Feb 04, 2010 12:09 pm

Re: [Request] Spawn ID Names

Post by CliveEvenstar » Mon Feb 15, 2010 4:47 pm

I don't know, I could spawn npcs just fine on TessEQ2, however, I couldn't remove them as my admin level wasn't high enough. But spawning npcs worked fine.

-- Clive

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: [Request] Spawn ID Names

Post by John Adams » Tue Feb 16, 2010 2:42 pm

You have to know the spawn ID, know how to use the /spawn list command, and have the access - yes.

/spawn create is totally different than /spawn ID.

And no player should have the permissions to write their spawn/creates to the DB.

/kill was removed because people were killing lamp posts and signs while we were developing, and /kill kinda defeats the entire purpose of testing combat. I don't know of another way to remove 1 single spawn but to let the zone shut down and restart.

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests