ground spawn

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Ememjr
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ground spawn

Post by Ememjr » Fri Apr 21, 2017 3:35 pm

the other thing i am trying to do and i can do it manually with comamnds via the chat windows is this
i have a ground spawn unearth soil i set name to not display and no hand or command icon showing, just like on live
when i accept the quest to harvest them i used the setspawn lua command to turn on the the spaen so i can harvest

Code: Select all

function Accepted(Quest, QuestGiver, Player)
	FaceTarget(QuestGiver, Player)
	conversation = CreateConversation()
	Say(QuestGiver, "This is me talking try to set spawn to acive")
	SpawnSet(1950116, "show_name", 1)
	SpawnSet(1950116, "show_command_icon", 1)
	SpawnSet(1950116, "display_hand_icon", 1)
	PlayFlavor(QuestGiver, "voiceover/english/tutorial_revamp/lieutenant_charlin/qey_adv01_oakmyst/quests/charlin/charlin008a.mp3", "", "", 717032559, 738942880, Player)

	AddConversationOption(conversation, "You're welcome.")
	StartConversation(conversation, QuestGiver, Player, "It may be nothing, but it may help us. Thanks for doing this.")

end
but it did not appear to work
but if i use the /spawn set show_name 1
/spawn set show_comamnd_icon 1
/spawn set display_hand_icon 1

the ground spawns activate and show the name and i am able to harvest from them
is there a different place i should be using the spawnset lua command or maybe i using it in the wrong fashiom

Jabantiz
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Re: ground spawn

Post by Jabantiz » Fri Apr 21, 2017 3:53 pm

SpawnSet takes a spawn pointer you are using a DB id it looks like, you can get a spawn pointer with an id by using GetSpawn and then pass that pointer along.

That said this will work like a "/spawn set" in game and will change it for all players, not just the one on the quest, what you probably want to use is SetRequiredQuest in the spawn script of the object (1950116's spawn script in this case) and it will only enable for that players on the required quest.

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Ememjr
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Re: ground spawn

Post by Ememjr » Fri Apr 21, 2017 4:02 pm

also for groundspawns can you give me access to edit ground spawns in the web editor
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Jabantiz
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Re: ground spawn

Post by Jabantiz » Fri Apr 21, 2017 4:09 pm

There is no editor for that in eq2db, to edit ground spawns you will need to use eq2db2 on server tab select groundspawns in the drop down.

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Ememjr
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Re: ground spawn

Post by Ememjr » Fri Apr 21, 2017 4:29 pm

ok thanks, the other thing the get spawn worked but only on one of the ground spawns any way to get it to work on all ground spawns with db id 1950116 unearthed soil

Jabantiz
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Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: ground spawn

Post by Jabantiz » Fri Apr 21, 2017 4:44 pm

Currently no, at least not a simple way, GetSpawn will just return the pointer to the closest instance of that spawn. If you need every pointer to all those spawns you will porbably have to use GetSpawnByLocationID() for each and every location of that spawn.

If it is still the above problem where turning stuff on when on the quest you really just need to add a spawn script to that spawn and use the SetRequiredQuest function mentioned above, then all spawns of that id will get it.

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Ememjr
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Re: ground spawn

Post by Ememjr » Fri Apr 21, 2017 5:02 pm

so to make sure i understand
/spawn set uses the db id
and spawnset use a pointer
it would be nice if they both work the same as /spwans set

becasue /spawn set changes all the spawns with that id

Jabantiz
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Re: ground spawn

Post by Jabantiz » Fri Apr 21, 2017 5:09 pm

/spawn set uses your current target, so a pointer, so they should both work the same.

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Ememjr
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Re: ground spawn

Post by Ememjr » Fri Apr 21, 2017 5:34 pm

hmm they don't so maybe it can be fixed

i stand at an unearthed soil and type /spawn set show_name 0 and every unearthed soil spawn in oakmyst name turns off

type /spawn set show_name 1 and all the names on all the unearthed soil spawns come back

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Ememjr
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Re: ground spawn

Post by Ememjr » Sat Apr 22, 2017 12:08 pm

so i got it working, rereading what you said, and made more sense the second time, that i didnt need to hide the names and use set pawn on them, just setting the SetRequiredQuest did the trick

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