/reload spawns bug

Old bugs stored here for reference.
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John Adams
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/reload spawns bug

Post by John Adams » Sat Jan 03, 2009 2:06 am

I am in heaven with this command. Not having to restart the world to change root-level spawn information is a dream come true.

There is one bug (I think) though. While the world was running, I populated South Freeport, /reload spawns, and zoned over. The objects and other "spawns" were there, just no spawn_npcs. Because only 1/2 the data appeared, I assume this is not working as intended - thus the bug.

If you did not intent /reload spawns to reload NPC's too, then... can we? hehe. Thanks.

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Re: /reload spawns bug

Post by LethalEncounter » Sat Jan 03, 2009 9:04 am

You sure you populated the NPCs correctly? I can't reproduce this bug.

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John Adams
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Re: /reload spawns bug

Post by John Adams » Sat Jan 03, 2009 10:20 am

I populated them the same way I always have, but it is possible a field name change may have screwed me (I do not display insert errors in my script, and probably should).

I will check that today. See, I thought it would be odd that 1 piece wouldn't reload... sorry I assumed it was you (giggle)

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Re: /reload spawns bug

Post by John Adams » Sat Jan 03, 2009 10:33 am

Crap! Yes, it was my own bug. Sorry I didn't think it had been that long since we changed soga_race_type to soga_model_type... guess I haven't popped a zone in months! slacker.

Anyway, closing. :) Thanks, sorry again.

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