ok, i hope im not annoying you, i really do appreciate your help here.
1) i was thinking of a kind of raw animation thing, a series of spawners say 2 tiles apart 3 spawners. and when one spawns an item, the next one takes it and spawns it further on and so the chain goes until the end. can i make a spawner pick up an item from the floor or not?
2) can a spawner be speech triggered, for example, the "Guards" function in towns, i have built a small custom town in brit graveyard and would like to have a similar thing there. the scenario is 2 guilds warred. i would LOVE an npc to be able to identify a guild abbreviation and shout INTRUDER! or something similar if an opposing guild entered their enemys town and for it to spawn random guards, not the guard whack type, but just normal fighting npcs. so basically i want an npc that says something on detection of an enemy and then to have a spawner triggered by what he/she says.
3) i KNOW theres a 3 but cant think. THANK YOU SO MUCH FOR YOUR HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!
a spawner can set properties on nearby items (which is basically all you would do if you were to pick it up anyway) using the SETONNEARBY keyword.
SETONNEARBY,range,name[,type]/prop/value/prop/value...
so you could set the x,y coords on a nearby object which would do what you are describing.
Now, you could also do this without using the SETONNEARBY keyword and without using multiple spawners.
You could have one spawner that just went though a sequence that progressively changed the coords of a specific object. One easy way of referring to a spawned object is by using the SETONSPAWN keyword.
SETONSPAWN[,spawnername],subgroup/prop/value/...
Here is an example
CODE |
<Spawns> <Points> <Name>Animate#1</Name> <UniqueId>fc207cb9-407a-4c54-914f-fd22698188de</UniqueId> <Map>Felucca</Map> <X>5445</X> <Y>1159</Y> <Width>0</Width> <Height>0</Height> <CentreX>5450</CentreX> <CentreY>1164</CentreY> <CentreZ>0</CentreZ> <Range>0</Range> <MaxCount>8</MaxCount> <MinDelay>0</MinDelay> <MaxDelay>0</MaxDelay> <DelayInSec>False</DelayInSec> <Duration>0</Duration> <DespawnTime>0</DespawnTime> <ProximityRange>-1</ProximityRange> <ProximityTriggerSound>500</ProximityTriggerSound> <TriggerProbability>1</TriggerProbability> <InContainer>False</InContainer> <MinRefractory>0</MinRefractory> <MaxRefractory>0</MaxRefractory> <TODStart>0</TODStart> <TODEnd>0</TODEnd> <TODMode>0</TODMode> <KillReset>1</KillReset> <ExternalTriggering>False</ExternalTriggering> <SequentialSpawning>1</SequentialSpawning> <AllowGhostTriggering>False</AllowGhostTriggering> <SpawnOnTrigger>False</SpawnOnTrigger> <SmartSpawning>False</SmartSpawning> <Team>0</Team> <Amount>1</Amount> <IsGroup>False</IsGroup> <IsRunning>False</IsRunning> <IsHomeRangeRelative>True</IsHomeRangeRelative> <Objects2>static,4414:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-
1:OBJ=SETONSPAWN,1/location/GETONTHIS,location:MX=1:SB=2:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-
1:SP=1:PR=-1:OBJ=SETONSPAWN,1/y/INC,1:MX=1:SB=3:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-
1:OBJ=SETONSPAWN,1/x/INC,1:MX=1:SB=4:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-
1:OBJ=SETONSPAWN,1/x/INC,1/:MX=1:SB=5:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-
1:OBJ=SETONSPAWN,1/y/INC,-1:MX=1:SB=6:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-
1:OBJ=SETONSPAWN,1/y/INC,-1/:MX=1:SB=7:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-
1:OBJ=SETONSPAWN,1/x/INC,-1:MX=1:SB=8:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1</Objects2> </Points> </Spawns> |
i wish i knew what that meant
lol
ill learn to code it soon, im still usnig [xmledit and the buttons for my code atm
will come back when i learn it
just cut and paste that into a file, and then use the
[xmlload filename
command while ingame to test it out. It will load by default into green acres.
will try it later :0 the guy who got the server aint here

tx for help, any ideas for number 2?
as for question 2
QUOTE |
2) can a spawner be speech triggered, for example, the "Guards" function in towns, i have built a small custom town in brit graveyard and would like to have a similar thing there. the scenario is 2 guilds warred. i would LOVE an npc to be able to identify a guild abbreviation and shout INTRUDER! or something similar if an opposing guild entered their enemys town and for it to spawn random guards, not the guard whack type, but just normal fighting npcs. so basically i want an npc that says something on detection of an enemy and then to have a spawner triggered by what he/she says.
|
yes, you can do that.
You can check for the Guild.Name property on the triggering mob and use that as a Condition for activating an entry.
You could also use that kind of test to trigger a spawner by setting the PlayerTriggerProp property on the spawner to something like
guild.name="CDC"
and setting the ProximityRange to detect players. When one with that guild name got close, it would trigger the spawn.