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Yukiko
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Post subject: POL 96 Distro spawnsystem questions Posted: Thu Jul 27, 2006 11:02 am |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1154 Location: Southern Central USA
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I have added the Distro 96 spawn system to my converted scripts.
It appears the cfg files have little or no control over what the spawner sees as valid groups etc because I changed the entries where it references brainai as the package for NPCs and the brainai reference still remains when you view those groups using the spawner command.
I need to know what cfg files to edit to add regions/groups etc. I would rather add them via editing the files rather than entering them manually inside the spawner command interface if possible.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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MuadDib
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Post subject: Posted: Thu Jul 27, 2006 12:16 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 836 Location: Indiana, USA
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Are you using the distro gump system also?
It caches gumps and so on. So maybe look at your scripts, to see the command to "refresh" the gump cache for the spawner? 
_________________ POL Developer - The Penguin Scripter
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Austin
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Post subject: Posted: Thu Jul 27, 2006 3:33 pm |
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| POL Developer |
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Joined: Wed Jan 25, 2006 2:30 am Posts: 422 Location: San Diego, California
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On the first first time the package runs, it starts a script called 'firstRun' in the initializer folder. It looks into all the realms you have installed then a setup-<realm>.cfg file to set it up.
After that first run and setup, you use .spawner to change information.
The spawner stores information in a data file so it can be edited.
_________________ -Austin
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Yukiko
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Post subject: Posted: Fri Jul 28, 2006 12:38 pm |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1154 Location: Southern Central USA
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Yes Maud I copied the 96 gump package over to my scriptbase along with the datafile package for 96.
Austin I am having trouble finding the datafile that it uses. As I stated before I have removed all references to brainai in the cfg files that are present and I can't seem to find the datafile that the info is saved in.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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Yukiko
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Post subject: Posted: Fri Jul 28, 2006 12:42 pm |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1154 Location: Southern Central USA
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OK Found the cfg file that contains the regions to be spawned but I can't seem to figure out how to remove the references to the brainAI that appear in the group gumps.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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Austin
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Post subject: Posted: Fri Jul 28, 2006 3:16 pm |
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| POL Developer |
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Joined: Wed Jan 25, 2006 2:30 am Posts: 422 Location: San Diego, California
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Could you be more specific on what you mean by 'brain ai references'
Do you mean include files from its package? Or do you mean template names that have it.
_________________ -Austin
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Yukiko
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Post subject: Posted: Sat Jul 29, 2006 11:27 am |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1154 Location: Southern Central USA
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Sure Austin. Sorry.
I use the .spawner command. The main gump opens. I click on 'Group List' button on the left hand side. I select, let's say 'forestanimals_1', from the list on the right. Then I click on the 'Group Entries' button.
What appears in that list initially are a few NPCs referenced as :brainai:<NPC name>. I try to change one from ':brainai:cow' to just 'cow' and what it does is append the new entry to the end of the list. Now I understand why it does this. Because ya can't remove entries from cfg file. So I want to edit this file directly but I can't seem to fimd the file that contains the list of groups.
I tried editing the 'defaultGroups.cfg' file and removed the ':brainai:' prefixes from that list in the file. The references to the brainai packaged NPCs still remain when I open the spawner gump. I wish to remove them but they are persistent. How can I get them out of the displayed list of NPCs?
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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Austin
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Post subject: Posted: Sat Jul 29, 2006 1:00 pm |
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| POL Developer |
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Joined: Wed Jan 25, 2006 2:30 am Posts: 422 Location: San Diego, California
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Ah okay edit the config file defaultGroups.cfg then erase the global property "SpawnSystemInit" then uncomment and call the Test_WipeSpawner() function in firstRun.ecl and compile it and you're set.
_________________ -Austin
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