Full Version : Linked spawners
xmlspawner >>XMLSpawner Feature Request's >>Linked spawners
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Kalen- 04-06-2007
I am not sure how hard this would be but I was thinking of being able to link spawners such as 3 spawners that would be linked together at different locations, the item or mob would spawn at either of the three locations but only one of the spawners would spawn and randomly.
Xarlon- 04-06-2007
I haven't linked spawners before, but I have one spawner set up that controls an entire gauntlet type of dungeon, and only spawns one monster at a time.
What I do to make it spawn the monsters in different area's is I set the properties on the end of it to move the monster to the location I want it to spawn. Like this...
HordeMinion/location/(1000,1000,0)/home/(1000,1000,0)
and the rest is controled by the spawner.
What you would need to do is make 3 of those lines, and have each one with a max of 1, and then set the spawner to a max of 1, and it will randomly select one location at a time.
ArteGordon- 04-07-2007
Yes, it is possible to actually link the spawners and have one spawner triggering or activating another, but I think that for what you describe, using a single spawner in the way that Xarlon described is the easiest.
To have them spawn at any one of 3 locations randomly you could use the #WAYPOINT spawn control keyword instead of placing them at single location.
Just put named waypoint runes at each of the locations.
from xmlspawner2.txt

QUOTE
#WAYPOINT,prefix[,range] - places the spawn at the location of randomly selected waypoint runes that start with the given prefix. place spawns at the randomly selected named waypoints

note that the correct syntax for using spawn control keywords like #WAYPOINT has changed a little since that image. You need to separate them with a semicolon, like
#WAYPOINT,OrcSpot ; Orc
Kalen- 04-26-2007
Thank you that helps alot! So would the waypoint method work on spawned items as well? While on the subject of waypoints is it possible to spawn a creature and have him walk to a certain waypoint and back automatically when spawned and if he was killed along the way would the next respawn automatically start walking to that waypoint?
ArteGordon- 04-27-2007

QUOTE (Kalen @ 26, 2007 05:33 pm)
Thank you that helps alot! So would the waypoint method work on spawned items as well? While on the subject of waypoints is it possible to spawn a creature and have him walk to a certain waypoint and back automatically when spawned and if he was killed along the way would the next respawn automatically start walking to that waypoint?

yes, #WAYPOINT will work with items and mobiles.
To set a waypoint for mobiles, just set the Waypoint property on the spawner to point to a waypoint rune.
(note that there is no relation between the Waypoint property and the #WAYPOINT position control keyword other than they both happen to use waypoint runes)
Some more info on restoring waypoints.
from xmlspawner2.txt

QUOTE
- added support for saving and restoring the WayPoint property in .xml saves. If the waypoint pointed to by the WayPoint property is named, then on [xmlload the waypoint will be looked up by name. If the waypoint uses the default name or has no name, then it will be saved and looked up by serial number. The named approach allows a world-independent specification. Using the serial approach means that the waypoint will only be restored when [xmlloaded back into the same world, but it is a bit more straightforward, since you dont have to manipulate your waypoint in any way. (thanks to Knightshade for the suggestion).

you might also want to take a look at the waypoint.xml example
from xmlspawner2.txt

QUOTE
Description of waypoint.xml: Uses a spawner to create waypoints and randomly move them, and then spawns mobs and assigns them the waypoints created by the spawner.

with the Waypoint property set, any new spawn will begin heading toward that waypoint as soon as it is spawned.