Finishing touches on "Spawn" subsystem
Posted: Thu Aug 28, 2008 8:26 am
I was thinking... and as you know, usually a bad thing... I would like to get this one subsystem completed so the Content Team can at least say Spawns are done.
What we currently have:
I'd like to see these implemented before 0.7 if possible, so we have til 0.8 to play with it and set it up for Beta.
What we currently have:
- - Ability to spawn an NPC, Object, Sign, Widget
- Ability to respawn a killed or depopped spawn
- Ability to set "placeholders" with percentage chance for one or the other to spawn at a given location
- - Spawn "conditions", where criteria is set in order to determine pop/depop of NPC types (ie., day shift, night shift)
- Ability to spawn "sets" of NPCs (beastmaster + his beast) which may also be placeholders for a different type of NPC (ie., falconer and his falcon 50% of the time)
- Ability to spawn "groups" of NPCs (click one, they all light up and react together)
- Ability to spawn NPCs/Objects for only a single client or group of clients all sharing the same quest/steps (Zexis)
- Split the zonespawngroup.spawn_script so you can assign unique spawn_scripts for multiple spawns in the same group/location
I'd like to see these implemented before 0.7 if possible, so we have til 0.8 to play with it and set it up for Beta.