Full Version : I was thinking about team players and spawns
xmlspawner >>XMLSpawner Feature Request's >>I was thinking about team players and spawns


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Sunshine- 05-10-2006
I was talking to my husband about a game we played back a few years ago and how this one area you had to move slowly ..step by step as the spawns were set up to detect movement so if you all ran through (was a HUGE spawn) if you went step my step the group (team ) had a better chance of surviving. maybe

So I was wondering if it is possible to do:

Adjust spawn according to the amount of movenment by playermobiles and or adjusted according to the number of player mobiles in one given area..

if you go slow and easy better chance to live


Big groups would cause bigger spawns

ect...does that make sence?

ArteGordon- 05-10-2006
yes, interesting idea. With the new spawn control keyword system I think that could be done. Individual spawns could be flagged with a speed and/or player density requirement, something like #MINSPEED,speed and #MINPLAYERS,number.
I'll think about that.

(edit)

I'm testing out something now. Seems to work pretty well. It is actually more general. It is a #CONDITION,test spawn control keyword, so you can have a spawn that depends on triggering player speed by testing for the PlayerSpeed property on the spawner like

#CONDITION,playerspeed>5 troll

to have a troll spawn that is only activated when player movement speed is above 5 tiles per second.

or

#CONDITION,playercount<3 troll

will only spawn if there are fewer than 3 players moving nearby

Sunshine- 05-10-2006
cool I looked at the props on an xml and do not see where you even set condtions on it..sorry I know it can be aggrivating working with me and my lack of knowledge at times.

ArteGordon- 05-10-2006
QUOTE (Sunshine @ May 10, 2006 01:48 pm)
cool I looked at the props on an xml and do not see where you even set condtions on it..sorry I know it can be aggrivating working with me and my lack of knowledge at times.

On the spawner props you will see properties like

TriggerObjectProp - that tests properties on a target object specified by TriggerObject
PlayerTriggerProp - that tests properties on the triggering player
MobTriggerProp - that tests properties on the mob specified by MobTriggerName

You can also use conditional tests in things like IF tests and the Conditional fields in XmlDialogs. There is a HowTo post on the general topic of conditional tests.

(edit)

here
http://xmlspawner.15.forumer.com/index.php?showtopic=399

ArteGordon- 05-12-2006
QUOTE (Sunshine @ May 10, 2006 04:10 am)
I was talking to my husband about a game we played back a few years ago and how this one area you had to move slowly ..step by step as the spawns were set up to detect movement so if you all ran through  (was a HUGE spawn) if you went step my step the group (team ) had a better chance of surviving. maybe

So I was wondering if it is possible to do:

Adjust spawn according to the amount of movenment by playermobiles and or adjusted according to the number of player mobiles in one given area..

if you go slow and easy better chance to live


Big groups would cause bigger spawns

ect...does that make sence?

I added an example of your movement speed-dependent spawn idea to the new beta_310.zip file
http://xmlspawner.15.forumer.com/index.php?showtopic=53
It requires the updates included in beta_310.zip