spawnnet 0.95b
Moderator: POL Developer
spawnnet 0.95b
this scripts set is being updated by firestorm
this is the set im posting as a more better and more fixed
- Attachments
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- SpawnNet v0.95b.zip
- this is spawnnet v0.95 and this is the one that uses npcinfo.inc
- (37.23 KiB) Downloaded 294 times
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- Spawnnet V9.8.rar
- this is spawnnet v0.98 and this is the one that does not use npcinfo.inc
- (22.89 KiB) Downloaded 303 times
Last edited by Firestorm on Sun May 04, 2008 4:49 am, edited 3 times in total.
Yes I am having trouble with the spawner spawning guards. No matter the town I am in it spawns guards that are homed in jail and they all take off walking toward home. I noticed if it use the .createnpc townguard it gives me a diffent type of guard well different color cloak. The one i spawn with command has a home here spawn location and stays near it. I also noticed my jail full of guards. I have also noticed that if the npc dies and respawns it is set to the same area of the jail as guards where going. All the npc's do this besides the monsters. When I look at the Cprops on a npc created with the spawner they all are in the jail area for there home even if thats not where there where put till next spawn. But ones spawned with command have Cprops of area spawned in as home. Any way to fix this?
You could set an anchor at the beginning of the guard script.
So everytime a guard is created and the script runs, one of the first things is to set this anchor on the coordinates where it stands.
http://docs.polserver.com/pol096/single ... =npcem.xml
So everytime a guard is created and the script runs, one of the first things is to set this anchor on the coordinates where it stands.
http://docs.polserver.com/pol096/single ... =npcem.xml