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CUWhenUGetThere- 09-24-2006
Hello,
I have a few Questions I couldn't find any answers for (yes i did use the search button )
1. Is it possible to check for a cast spell within proximity of a spawn?
basicly i want the spawner to work as a anti-mark zone.(yes i know there are regionsInABox scripts, but the admin won't install them) I have set it up and it works as long as the words are spoken by the player. but when they are spoken by using the mark spell the spawner doesn't recognise it.
2. How can i spawn walls? (or basicly anything not in the add menu)
I have more but i can't remember them right now
Thanks in advance for any answers.
Vladimir- 09-24-2006
For the first one, you could try changing the Skilltrigger property on the spawn to something like Magery,0,120 ? That would then trigger when a player casts a spell, or otherwise uses magery... problem with this is if you want to setup a anti-macro zone you would have to do this for every skill.... could be tedious
for the second one, if you can grap the itemid of the object you want to spawn (ie find it somewhere in the world and do a [get itemid) then on the spawner type static,578 (the number being the itemid of the object you want to spawn.
CUWhenUGetThere- 09-24-2006
thank you for the reply.
for #1: I currently set it so when the player sais "kal por ylem" it will cast flamestrike on the player 15x (instant death). but as i said it only picks up on the regular speech, not on the spell speech. setting skilltrigger to magery will make it trigger on all spells (I only want it to trigger on the mark spell)
is there nothing like "TriggerOnSpell"? (maybe an idea for future releases?)
for #2: thank you very much
CUWhenUGetThere- 09-25-2006
ok i have one more question about the item spawning.
I tried to spawn a straight brick wall but can't really get it to work.
i tried:
static,53/X1_Y1/5779,1693,0/X2_Y2/5780,1693,0
static,53/X1_Y1/(5779,1693,0)/X2_Y2/(5780,1693,0)
static,53/X1_Y1/(5779, 1693, 0)/X2_Y2/(5780, 1693, 0)
what am i doing wrong? is that not possible? placing every item with /location/(xxxx,xxxx,x) behind it would work but seems too much work...
Vladimir- 09-25-2006

QUOTE
- added the new spawn position control keywords #DXY,dx,dy[,dz] and #XY,x,y[,z]. #DXY will place the spawn at the specified delta xy coordinates relative to the spawner location. #XY will place the spawn at the specified absolute xy coordinates.
For example, the spawn entries
#DXY,2,3 ; orc
#XY,5441,1700 ; troll
would spawn an orc at a location relative to the spawner and a troll at an absolute location.

You could do that (#XY,5779,1693 ; static,53) ... OR
static,53/x/5779/y/1693/z/0 for each piece
ArteGordon- 09-25-2006
look at the #XFILL, #YFILL, or #EDGE keywords. They will let you spawn a wall in only one entry.
Note that those images are a little out of date. The current syntax requires a semicolon after the # keywords, like
#EDGE; static,89
instead of
#EDGE static,89
or
#YFILL; orc
instead of
#YFILL orc

QUOTE
- added the ability to control the spawn positioning algorithm used for individual spawn entries. By default, spawn location is randomly selected from within the spawning area defined by SpawnRange or X1Y1 X2Y2. By adding one of the following control keywords to the beginning of the entry, several new positioning methods can be used.
#XFILL will add spawns by filling the spawn area progressively in rows of X.
#YFILL will add spawns by filling the spawn area in rows of Y.
#EDGE will add spawns only around the edge of the spawn area.
These can be used to systematically fill spawning areas, when random positioning is not desired.
For example, using the following spawn entry
#EDGE static,89
would spawn the specified statics only around the perimeter of the spawing area.
#XFILL static,82
would fill the spawning area with the given static (depending on the entry maxcount).
#YFILL orc
does the same thing, but fills first along Y instead of X.

CUWhenUGetThere- 09-25-2006
thank you for the reply, but i had allready experimented with that and it works great for the first time it spawns, but if the spawn is triggered more than once the wall will just start appearing on the next row and so on. see below...
can the #YX be combined with the #XFILL or #YFILL to specify a row or maybe can the row be chose directly from #XFILL or #YFILL ? that would save a lot of time and space since i could spawn the whole thing from 1 spawner.
Also 1 more Question @ Arte:
In another Thread about linking spawners you wrote

QUOTE
You can also use the SPAWN keyword to allow one spawner to active entries in other spawners. QUOTE

QUOTE
-added the new standalone keyword "SPAWN[,spawnername],subgroup" which can be used to force spawning of a particular subgroup on a particular spawner. If the spawnername arg is omitted, then the current spawner will be used.

You can also have spawners that are configured for external triggering only (ProximityRange = -2) that can be activated by having another spawner set the ProximityActivated property on it to true.
The SPAWN thing didn't work for me. I named the other spawner a completely random name, created the subgroup with just 1 orc for testing and tryed to have the 1st spawn trigger it. without success.(no clue why)
the 2nd approch seems easier... that is if i knew how to tell the 1st spawn to change the 2nd spawns properties. can i please get a sample spawner line?
thank you