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[Request] Spawn ID Names

Posted: Sat Feb 13, 2010 2:45 pm
by Arremis
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 :)

Re: [Request] Spawn ID Names

Posted: Sat Feb 13, 2010 3:49 pm
by John Adams
/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.

Re: [Request] Spawn ID Names

Posted: Sun Feb 14, 2010 8:16 am
by Arremis
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.

Re: [Request] Spawn ID Names

Posted: Sun Feb 14, 2010 9:25 am
by Scatman
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.

Re: [Request] Spawn ID Names

Posted: Sun Feb 14, 2010 4:31 pm
by Arremis
I was /spawn'ing on Tess...admins only? Usually, there's a prompt if there's a restriction on commands :S

Re: [Request] Spawn ID Names

Posted: Sun Feb 14, 2010 7:02 pm
by Zcoretri
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

Re: [Request] Spawn ID Names

Posted: Mon Feb 15, 2010 4:47 pm
by CliveEvenstar
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

Re: [Request] Spawn ID Names

Posted: Tue Feb 16, 2010 2:42 pm
by John Adams
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.