Full Version : #WAYPOINT,Spawner minax castle
xmlspawner >>Troubleshooting >>#WAYPOINT,Spawner minax castle
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noonehome- 02-08-2008
i was setting up some spawns at minax castle in felucca and ran into a problem...
i setup some waypoints up on the walls and on the ground around the walls and such and if the spawner i use to spawn the monsters is on the ground then when i try and spawn at the waypoints on the castle walls it ignores the waypoints and just spawns at the spawner but if i move the spawner to the wall it will spawn on the waypoints correctly but wont spawn the ground waypoints...
ArteGordon- 02-08-2008
I will check that out.
noonehome- 02-08-2008
it seemed to have to do with different z axis levels... cause i also built a building and tried to spawn some gates on both levels and the level with the spawner would work but the other level wouldnt spawn the gate it would spawn ontop of the spawner instead...
ArteGordon- 02-08-2008
the z location of the waypoint was being ignored in the position calculation. I have put a modified version of Xmlspawner2.cs in the beta 3.24 update that uses the x,y and z coord of the waypoint.. Try that out.
http://xmlspawner.15.forumer.com/index.php...3&st=0#entry115
noonehome- 02-08-2008
thank you
ArteGordon- 02-08-2008
note that if you have placed the waypoint at a location that would normally be invalid for spawning a mobile (an invalid surface) but you want it to place the spawn there anyway, you will have to force it to ignore the normal valid surface requirement by preceding the spawn with an asterisk, like this
#WAYPOINT,blah; *orc
noonehome- 02-08-2008
yea i know about the * trick and i tried that with no luck...
ArteGordon- 02-08-2008

QUOTE (noonehome @ February 08, 2008 02:17 pm)
yea i know about the * trick and i tried that with no luck...

it didnt work before because it wasnt using the z coord to begin with, but it should work now.