Spawning on water and other normally invalid surfaces
Certain tiles are flagged as being valid surfaces for placing mobiles and items, other tiles, such as water tiles, are not.
Default spawning will use this information when trying to find a valid location to place a spawn.
By placing an asterisk (*) in front of the entry you tell it to ignore that surface check.
This allows spawns to be placed on water as well as on objects such as tables or other normally invalid locations.
For example, to spawn water elementals so that they will can be placed on water, spawn them as
*waterelemental
instead of just
waterelemental.
In general, if you are having trouble getting a spawn to appear at a given location, then the surface check is probably the reason and the * lets you get around that.
Spawnování na vodě a na jiném nepřístupném povrchu
Určitá políčka mají flag, který je zpřístupňuje pro umisťování mobů a předmětů, ostatni políčka, jako třeba voda tento flag nemají.
Základní spawnování používá tuto informaci, když se pokouší hledat správnou (/platnout) lokaci pro spawn.
Přidáním hvězdičky (*) na začátku dáváte příkaz spawneru, aby ignoroval výber správné (/platné) lokace.
Pro vytvoření water elementala na vodě použijte násedující syntaxi:
*waterelemental
namísto
waterelemental.
Jestliže máte problém se spawnováním v daných lokacích, je to nejspíše důvod automatické kontroly políček, kterou vyrušíte přidáním hvězdičky (*).
Thanx fot this post.. I created lava elementals .) good.
Díky.. no aspon vím proč to blblo.. jsem dělal lagové elementy
Can XML place in containers? for item spawn?
How do I get spawn to spawn in the range I set not all spawn on top of spawner and then wander away? Im spawning on water. They spawn no problem just all on spawner.
QUOTE (Switchblade @ February 26, 2007 07:37 pm) |
How do I get spawn to spawn in the range I set not all spawn on top of spawner and then wander away? Im spawning on water. They spawn no problem just all on spawner. |
when the spawner cannot find a valid surface to spawn on, it places spawns at the location of the spawner. water tiles are flagged as invalid surfaces by default.
The following are ways to allow things to spawn on water:
1) use the most recent version of the spawner and spawn creatures that can swim.
or
2) precede the spawn entry with an asterisk '*' that tells the spawner to allow the spawn to be placed on any surface, like
*waterelemental
This will place them on land or water.
or
3) use the #WET; spawn control keyword at the beginning of the entry to allow spawns to be placed only on water tiles, like
#WET; waterelemental
from xmlspawner2.txt
QUOTE |
- default spawn placement will now automatically take into consideration the CanSwim and CantWalk mobile properties when calculating valid spawn locations. This will allow water creatures to automatically be allowed to spawn on water without having to explictly inform the spawner with '*' or #WET, and will prevent creatures that cant walk from being spawned on land.
|
Thank You very much worked fine. Love XML spawners.
Is there a way that I can get to all my wet spawners without traveling the water by boat? (The location of the spawners) I need to change them all to * so they spawn they way they are supposed to. Thank You
with the most recent version you shouldnt have to change any of the spawn entries - water creatures will automatically be allowed to spawn on water.
If you wanted to find all of the spawners with your water creatures, you could use [xmlfind to search for them. Just set the Type field to 'XmlSpawner', enter the creature type (like 'waterelemental') into the Entry field (and check box next to it), and do a search.
From the list, you can travel directly to the spawners by clicking the Goto button next to the search entry.
You can even open up the spawner gumps without having to travel to them by clicking the Gump button next to the entry.
Or can also ride a sea horse on water .