QUOTE |
- added the PLAYERSINRANGE,range value keyword that gives you access to the number of players within the specified range (thanks to CEO for the idea). This could be used to control what got spawned based on nearby player number, rather than just trig/notrig. So you could do things like IF/PLAYERSINRANGE,5>2/33 |
QUOTE |
<Spawns> <Points> <Name>DoorDeleter#1</Name> <UniqueId>1866ada5-f3eb-44dd-a7bd-c502b12eb0b3</UniqueId> <Map>Felucca</Map> <X>5502</X> <Y>1106</Y> <Width>10</Width> <Height>10</Height> <CentreX>5507</CentreX> <CentreY>1111</CentreY> <CentreZ>0</CentreZ> <Range>5</Range> <MaxCount>1</MaxCount> <MinDelay>5</MinDelay> <MaxDelay>10</MaxDelay> <DelayInSec>False</DelayInSec> <Duration>0</Duration> <DespawnTime>0</DespawnTime> <ProximityRange>5</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>True</SpawnOnTrigger> <SmartSpawning>False</SmartSpawning> <Team>0</Team> <Amount>1</Amount> <IsGroup>False</IsGroup> <IsRunning>True</IsRunning> <IsHomeRangeRelative>True</IsHomeRangeRelative> <Objects2>SETONSPAWN,Doorspawner#1,33/DELETE:MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1</Objects2> </Points> <Points> <Name>DoorSpawner#1</Name> <UniqueId>3f36b716-b284-4688-b063-9ce94bc50d92</UniqueId> <Map>Felucca</Map> <X>5508</X> <Y>1111</Y> <Width>0</Width> <Height>0</Height> <CentreX>5508</CentreX> <CentreY>1111</CentreY> <CentreZ>0</CentreZ> <Range>5</Range> <MaxCount>3</MaxCount> <MinDelay>5</MinDelay> <MaxDelay>5</MaxDelay> <DelayInSec>True</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>True</IsRunning> <IsHomeRangeRelative>True</IsHomeRangeRelative> <Objects2>IF/PLAYERSINRANGE,5=0/33:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-1:OBJ=GOTO/1:MX=1:SB=2:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-1:OBJ=metaldoor,0:MX=1:SB=33:RT=0:TO=0:KL=0:RK=0:CA=0:DN=-1:DX=-1:SP=1:PR=-1</Objects2> </Points> </Spawns> |