The TessEQ2-DB on SVN has these spawns. The ID's I know about (that I disabled last night) are:
2780011 (needlefang)
2780073 (sandstalker)
2780015 (sawtooth shark)
2780010 (shoal glider)
2780008 (triggerfish)
2780013 (triggerfish)
2780078 (vicious sandstalker)
The script that was assigned is in the Generic folder, "movement_circle_small.lua"
Code: Select all
function spawn(NPC)
choice = math.random(1, 4)
if choice == 1 then
clockwise1(NPC)
elseif choice == 2 then
clockwise2(NPC)
elseif choice == 3 then
counter_clockwise1(NPC)
elseif choice == 4 then
counter_clockwise2(NPC)
end
end
function respawn(NPC)
spawn(NPC)
end
function clockwise1(NPC)
x = GetX(NPC)
y = GetY(NPC)
z = GetZ(NPC)
MovementLoopAddLocation(NPC, x + 7 , y, z - 8 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x - 5 , y, z - 10, 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x - 10, y, z + 9 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x + 5 , y, z + 8 , 2, math.random(5, 15))
end
function clockwise2(NPC)
x = GetX(NPC)
y = GetY(NPC)
z = GetZ(NPC)
MovementLoopAddLocation(NPC, x + 2 , y, z - 8 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x - 7 , y, z - 5 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x , y, z + 6 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x + 9 , y, z + 1 , 2, math.random(5, 15))
end
function counter_clockwise1(NPC)
x = GetX(NPC)
y = GetY(NPC)
z = GetZ(NPC)
MovementLoopAddLocation(NPC, x - 7 , y, z + 8 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x + 5 , y, z + 10, 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x + 10, y, z - 9 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x - 5 , y, z - 8 , 2, math.random(5, 15))
end
function counter_clockwise2(NPC)
x = GetX(NPC)
y = GetY(NPC)
z = GetZ(NPC)
MovementLoopAddLocation(NPC, x - 2 , y, z + 8 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x + 7 , y, z + 5 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x , y, z - 6 , 2, math.random(5, 15))
MovementLoopAddLocation(NPC, x - 9 , y, z - 1 , 2, math.random(5, 15))
end
(and yes, it has no script header

)
The initial problem with this zone (which had nothing to do with /spawn remove 1) was that with all those hundreds of extra mobs having this same movement script assigned, the zone was just so overloaded process-wise, we could not even hail, right-click or /spawn combine {radius}, let along save or remove anything
>>in the area of the traders outpost<< Getting out of that area, I believe everything worked ok.
Advertisement: Outpost of the Overlord still has 200% too many spawns, we're just waiting for some additional Spawn support before we can finish it.
Soon as I removed those 7 spawn_id's spawnscripts and restarted the world, everything was smooth again - so that's the cause, and honestly, I do not blame World for this. We just didn't clean the zone first
Where World is getting the blame is now that this is resolved, we still run into these deadlock/timer issues using /spawn remove 1 (or so we think, could be something entirely different, and just coincidence).
If I am running Debug on Linux, can I break the code when this is happening and backtrace to see what is stuck? Any way to know what it's stuck on? Maybe it'll help save you setup time.