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POL 96 Distro spawnsystem questions

 
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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Thu Jul 27, 2006 3:02 pm    Post subject: POL 96 Distro spawnsystem questions Reply with quote

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.

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MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Thu Jul 27, 2006 4:16 pm    Post subject: Reply with quote

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? Smile

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Austin
POL Developer


Joined: 30 Jan 2006
Posts: 355
Location: San Diego, California

PostPosted: Thu Jul 27, 2006 7:33 pm    Post subject: Reply with quote

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.

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Fri Jul 28, 2006 4:38 pm    Post subject: Reply with quote

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.

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Fri Jul 28, 2006 4:42 pm    Post subject: Reply with quote

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.

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Austin
POL Developer


Joined: 30 Jan 2006
Posts: 355
Location: San Diego, California

PostPosted: Fri Jul 28, 2006 7:16 pm    Post subject: Reply with quote

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.

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Sat Jul 29, 2006 3:27 pm    Post subject: Reply with quote

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?

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Austin
POL Developer


Joined: 30 Jan 2006
Posts: 355
Location: San Diego, California

PostPosted: Sat Jul 29, 2006 5:00 pm    Post subject: Reply with quote

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.

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