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Posted: Fri Jan 25, 2008 9:19 pm
by John Adams
Thinking a little more about Crabclaw's last suggestion. If you can make a "/summon" command that will pull your target to you (or /summon [name] for later use?), we could get the NPCs to our x,y,z, then issue a "/spawn fix" command al la EQEmu. This has always been a very simple way to place NPCs in game.
The other suggestion of course was to make them "moveable" like placing objects in your apartment or house... but that's a dream for someday

Posted: Mon Jan 28, 2008 8:25 pm
by LethalEncounter
John Adams wrote:The other suggestion of course was to make them "moveable" like placing objects in your apartment or house... but that's a dream for someday

Moveable objects is something I tried to implement in the beginning but the client is too picky about when it wants to place things once the object (or spawn) is 'in hand'. The problem wasnt getting the client to enter move object mode and move objects around, it was that the client refused to put it down on anything but the flattest surfaces.
John Adams wrote:Thinking a little more about Crabclaw's last suggestion. If you can make a "/summon" command that will pull your target to you (or /summon [name] for later use?), we could get the NPCs to our x,y,z, then issue a "/spawn fix" command al la EQEmu. This has always been a very simple way to place NPCs in game.
Done. I added /summon and /goto each of which can take an optional argument name. Otherwise they use the current targeted mob. If more than one spawn matches the name, it will move you to the closest (or bring the closest to you). If no mobs match your search in your current zone, it will attempt to locate client's that match your search in all zones. If it finds one, it will either /summon them to you, or you will /goto them. I wasnt able to test the client aspect of the commands out as I didnt have anyone else around, but they should work correctly. The default status for /summon is 10.
Posted: Tue Jan 29, 2008 9:48 pm
by John Adams
You rock, dude. Thank you!
I noticed my crabs aren't floating today in the tutorial island. Someone has been fixing things!

Posted: Wed Jan 30, 2008 3:19 pm
by LethalEncounter
Could have just been a side effect of not having the correct location set.
Posted: Thu Jan 31, 2008 12:16 am
by John Adams
You are absolutely right. I just ran through my qey_north and no one is floating

Excellent!
Posted: Thu Jan 31, 2008 7:45 pm
by LethalEncounter
John Adams wrote:The other suggestion of course was to make them "moveable" like placing objects in your apartment or house... but that's a dream for someday

Someday is Saturday.

I figured out the problem we were having with placing moveable objects. I'll check my changes in this weekend that will allow you to select a mob, enter move mode, and place it anywhere you would like. If the spawn was previously saved in the database, the new location info will be saved after the move. Should make it a lot easier to place and move custom content. I am also working on a few fixes for login crashes occurring when the zone has quite a few spawns in a small area. What is happening is that the server is flooding the client with too much information and the client is going, 'wtf mate?'.
Posted: Fri Feb 01, 2008 6:04 am
by link2009
Let's get a little editor going, I would like to develop a simple map editor (or otherwise called spawn editor). I think it would be REALLY useful and fun. It would include a right-click menu, geometric scaling, placement and other options of any other map editor.
Posted: Sun Feb 03, 2008 12:05 pm
by John Adams
Ok link, let us know when you have that done.

Posted: Thu Feb 07, 2008 9:22 pm
by John Adams
Btw, /summon player and /goto player appear to work. Yes!
Posted: Sat Feb 09, 2008 11:08 pm
by John Adams
Question about "/spawn set" (and possibly other spawn related commands); do the changes only take place after a world restart right now? I'm noticing after resizing a few crabs that in-game, they still appear size 32, when the DB for that spawn ID shows a value of 24 (what I changed it to).
Posted: Sat Feb 09, 2008 11:12 pm
by LethalEncounter
The intent was to set the values without restarting world. If it isnt doing that then I'll take a look at it. Maybe I'll set it to automatically adjust all of the mobs in the zone that use the same ID as well. (Obviously for generic values ie name, size, etc, just not location information).
Posted: Sat Feb 09, 2008 11:30 pm
by John Adams
Aye, I am noticing that the crab I am working on resizes fine while staring at it, but his "kin" do not resize. Something else is weird. NPC ID 1676 is my small shore crab. In the DB, it's set to a size 20. Yet I restart the world, log in, and /spawn details shows it at 32 (default size if size = 0).
Not sure what's up with that. I might need to write you a new bug!

Posted: Sat Feb 23, 2008 9:01 pm
by John Adams
Rev 71, there's still something wrong with npc.size value not being recognized. Same scenario as above. Set a small coastal crab to 20, DB shows it as 20, but /spawn details shows it as 32, and it is physically size 32 in game.
Posted: Sat Mar 01, 2008 10:28 am
by John Adams
CrabClaw wrote:Yes a '/respawn' or '/spawn update' type re-pop would complete the set.
Maybe a /respawn <zone> so you could do it remotely would be nice so an admin could re-pop a zone that he wasn't in (only if it was active of course.).

I do not see this in the commands list yet, and not so much pushing it as bumping the concept. While most changes do take place live, sweeping changes make perhaps with an external editor or directly to the DB could be nice to "/spawn repop". Along this line, "/spawn depop" and maybe a "/spawn freeze" (locks every NPC in a zone from being interacted with) might be a nice addition.