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xmlspawner >>Q&A >>Help with a Quest


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Keshok- 06-09-2006
Ok so this is likly beyond my skills so I need almost a step by step guild on this.

Objective:

I'd like to have a spawner spawn an orc wearing a hoodedshroudofshadows, This orc will look like a human, 401. It will be set to frozen until a player clears a spawn of Brigand. Once cleared, the Orc/NPC will say a MSG and go on a Waypoint run, All the way through the run the player has to keep the NPC alive and at each point she stops till the spawn is dead, and says something like MSG/Wait now I know this way. Spawners along the way need to be activated as the NPC passes them. At the end the NPC needs to turn on the player and attack them. Finally the NPC drops the quest item.


Now the way I have it setup with my noob skills.

I have one spawner to spawn a frozen copy of the orc/NPC on the exact spot another XML spawner set with a proximity trigger spawns the running copy of the NPC. I don't know how to have it Turn off the Frozen spawner. I also don't know how to make it so that if the NPC dies the quest resets to the frozen version. Nor do I know how to have the Brigand spawners along the way activate as she approces them, and have her wait for the spawn to be killed. At the end I don't know how to have her turn on the player either.

Sorry for the complete lack of skill here. I' only worked with your spawner for a few days. Which BTW I think is awsome. If only I could use it properly smile.gif

ArteGordon- 06-10-2006
yes, this sort of thing can be done without too much difficulty.

You will be making use of the SETONSPAWN keyword in order to change properties on your spawned orc, such as changing the frozen status, and changing the home destination (I would do this instead of waypoints).

You already have your spawner set up to spawn your orc npc. Give that spawner a name, like "HoodedOrcSpawner", and assign the orc spawn to subgroup 1.

Now, set up a sequential spawner that has something like this

subgroup 1: brigand
subgroup 2: SETONSPAWN,HoodedOrcSpawner,1/frozen/false/MSG/Here we go!/Home/(1500,1200,0)

With the brigand entry, you can specify how many have to be killed over what period of time in order to advance to subgroup 2.
The subgroup 2 spawn will set the properties on the spawn in subgroup 1 of the spawner named HoodedOrcSpawner. That will be your orc npc.
The reason for setting the Home property instead of using waypoints, is that the default waypoint behavior will have them head back home after reaching it.
If you set Home, then they will head for that location and stay there after arriving.

Just repeat this at your various waypoints, setting the Home property on the npc to the next destination.

The spawners do not currently support proximity triggering by npcs, so you will have to use another approach. They do support triggering when a named mob exists with the MobTriggerName and MobTriggerProp properties on the spawner, just not proximity sensitive.
So set your brigand spawner's MobTriggerName property to the name of your orc, and the MobTriggerProp to something like visible=true

Keshok- 06-11-2006
Awsome ArteGordon! Thank you. I have it working up to a point now.

I have the orc spawn frozen on one spawner, then another spawner spawns the Brigand to be killed. Once they are killed the orc is set unfrozen and runs to the HOME. But now when it's there I can't get the next spawner to kick on.

I want the spawn created when the orc arrives, not when it is created. That way it's an ambush effect.

Thanks in advance.

ArteGordon- 06-14-2006
The latest beta_311.zip has been updated with support for a new spawner property that allows them to be triggered by non-player npcs. Just set AllowNPCTrig to true.

To have a spawner triggered only by a specific npc that comes into range, you can also set the PlayerTrigProp to something like

Name="yourorcsname"

which will require that the npc satisfy that test before triggering.