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 Post subject: Spawner Explanation
PostPosted: Wed May 03, 2006 1:34 pm 
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Joined: Wed Jan 25, 2006 2:30 am
Posts: 419
Location: San Diego, California
I wrote it all up on the old forums... and so that means it got lost and I have to rewrite it.. Damnit.
--------------------------------------------------------

There are different levels in the spawn system.
Realms, Regions, Groups.

* Realms
Realms are nothing more than a list of regions that belong to them.

* Regions
Regions contain the most data of any of the sets.
1. Coordinates - 4 coordinates to make the region area.
2. Spawn_Wait - How many seconds it waits before starting the engines again.
3. Group_List - A list of spawn groups to use (see groups for more info)
4. Spawn_Data - Stores a list for each group containing a list of what has been spawned.

* Groups
1. Object list - Can be item names, object types, or npc templates.
2. Engine type - When a region is spawning a group, it starts up an engine script that controls the acutal spawning.

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 Post subject:
PostPosted: Sat May 06, 2006 8:41 am 
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Location: San Diego, California
If anyone is watching the updates, gimme feedback on the progress of .spawner. Places where it isnt intuitive and such.

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 Post subject:
PostPosted: Sat May 06, 2006 10:33 am 
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Location: Illinois, USA
Will this spawner work with 95?

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 Post subject:
PostPosted: Sat May 06, 2006 11:34 am 
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Location: Nederland, Texas
I knew as soon as I finished getting your spawner to work you would come back...


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 Post subject:
PostPosted: Sat May 06, 2006 12:51 pm 
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Location: Southern Central USA
*taps Austin on the shoulder*

Thanks. Sorry I haven't been around the past few days but am on 12 hour days work schedule ATM.

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I know you think you understand what you thought I said but what you heard is not exactly what I meant.

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 Post subject:
PostPosted: Sat May 06, 2006 7:23 pm 
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Joined: Sat Feb 04, 2006 6:26 pm
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There is still a long way to go by the looks of it. But it didn't take long for me to see how it was going to work. The style is easily followed with small programs calling numerous functions.

Are you planning to have monster weightings in any of the engines - eg 10 soldiers for every captain in a group? It seems it would take more than an engine to do this, as it would need to be included in the design of the group file.


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 Post subject:
PostPosted: Sat May 06, 2006 7:32 pm 
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Location: San Diego, California
Hmm I could add config entries to an engine for custom entries...
When you add a group to a region, you get a (>) button to go to its panel and set them up. Pass them along with the realm, region and group name to the engine when its started.

Pass it as a dictionary like..

settings[entryname]=value

something like
Code:
CfgElem CustomEntries
{
     Setting EntryName TextEntryWidth
     Setting EntryName TextEntryWidth
}

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 Post subject:
PostPosted: Sat May 06, 2006 7:39 pm 
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That's in the gump, but where would they be stored?
I guess there is an initial import and an ongoing data file format to work over.


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 Post subject:
PostPosted: Sun May 07, 2006 3:41 pm 
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Posts: 419
Location: San Diego, California
You.. finished the spawner?

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