Author Topic: Spawn Systems  (Read 589 times)

Legacy_Calvinthesneak

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Spawn Systems
« on: December 26, 2010, 04:46:13 am »


               Mirror, mirror upon the wall, which is the fairest spawn system of them all?

I'm having to fix up a module and it's in desperate need of a proper spawn system, the current mod has NPC's just standing about all over the module, and my knowledge of such things is greatly out of date. 

The last system I used was thishttp://nwvault.ign.c....Detail&id=3370, Pelor's Spawn System.

It is for a large number of players with a relatively low number of areas(~230).  There are about 5 main hunting zones (1-4 zones each), which are probably a little large, and currently fire encounter triggers.

Does anyone have any suggestions on a good system to use?
               
               

               
            

Legacy_Calvinthesneak

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« Reply #1 on: December 26, 2010, 09:09:09 am »


               And Yes, I've looked at NESS.  I'm torn though, because I already have a treasure system in place... and I'm not sure how efficient the HB scripts in NESS are compared to other systems.
               
               

               
            

Legacy_kalbaern

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« Reply #2 on: December 26, 2010, 10:11:47 pm »


               I think it often depends on just how many builders you have and their ability to deal with things outside of the standard encounter triggers. The bulk of my own encounters I use encounter triggers set to one shot and reset them via my area cleaners. I also suppliment these with some scripted encounters. I think much depends on the comfort level of your fellow builder's if your not the only one.

NESS as the main encounter handler I dropped from my latests works mainly because some just couldn't grasp how to use it and I lacked time to make each and every last encounter myself. I do use it along with a few other custom scripts to handle spawning in Bosses as well as special circumstances like extra foes at night in the woods or random encounters in non-thematic maps.
               
               

               


                     Modifié par kalbaern, 26 décembre 2010 - 10:14 .
                     
                  


            

Legacy_Tyndrel

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« Reply #3 on: December 26, 2010, 11:32:40 pm »


               The CEP system is looking very promising though others are far better qualified to speak of it than I.
               
               

               
            

Legacy_Calvinthesneak

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Spawn Systems
« Reply #4 on: December 27, 2010, 09:04:20 am »


               Seeing lots about NESS and Pelor's NWSS, they seem fairly identical to me.  



What alternatives to those are there out there?
               
               

               
            

Legacy_TSMDude

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« Reply #5 on: December 27, 2010, 12:20:35 pm »


               AmanShadar's Spawn System 2.1.1
You can set a level range for creatures.
You can set a range of number to spawn, from one waypoint.
You can create items on creatures, they will equip them if they can.
You can set the creatures to spawn at the waypoint, in a range around the waypoint, area wide, or set up a range around the waypoint that they can not spawn.
You can change the stats of the creatures; HP, Ability Scores, etc.
You can designate an area to hold many different types of creatures, and set a single waypoint to create creatures from that area. (varied group spawns)
there are many options.
Check it out.
Fairly simple to use. Just a matter of importing the scripts, placing the area and module scripts in the correct locations (see readme), and place waypoints. Then for your options, set the waypoint variables.
Most options can be left at defaults if you wish to just spawn 1 object, but you will have to set the name of the waypoint to the resref of the object or the tag of the area that holds the objects.
There is also a demo module.
Enjoy.

Alternate Encounters
Tutorial - Building Challenging Custom Encounters
The BESIE Random Encounter System v1.81
Custom encounter spawns without CPU hogging heartbeat scripts!
D&D Spawn
Database Driven Encounter System
Placealbe Spawns Creatures after period of time
Random Roamers
Spawn System v1.0
               
               

               
            

Legacy_Calvinthesneak

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Spawn Systems
« Reply #6 on: December 28, 2010, 05:50:36 am »


               Ehhh half dozen of one or the other, most seem to use a HB system.



Anyone got experience with setting up any system to only perform checks only if a PC enters a zone?





Right now it seems to be between Pelor's and NESS, and I'm leaning towards Pelor's because I can import only the functionality I need.



I'm very comfortable with scripts and with castles SSH, or the SWG helpers, writing waypoints is easy.
               
               

               
            

Legacy_Calvinthesneak

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« Reply #7 on: December 29, 2010, 07:36:12 am »


               Is there any systems that don't run off a heartbeat script?
               
               

               
            

Legacy_TSMDude

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« Reply #8 on: December 29, 2010, 01:17:39 pm »


               Amanshaders and NESS you can use with just having a player enter the area.



It is a psuedo heartbeat....
               
               

               
            

Legacy_FunkySwerve

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« Reply #9 on: December 29, 2010, 09:40:55 pm »


               

Calvinthesneak wrote...

Is there any systems that don't run off a heartbeat script?


To elaborate on TSM's response, there's nothign at all wrong with using a pseudoheartbeat in a spawn system - in fact, that's often the best way to accomplish some spawning functionalities. Pseudoheartbeats add no additional overhead when they are not serving their intended purpose, making them a smart go-to option in many cases.

Funky
               
               

               
            

Legacy_Karvon

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Spawn Systems
« Reply #10 on: January 05, 2011, 11:46:32 pm »


               I've used BESIE a lot myself.   Simple enough for a non-coding sorta guy like me to deal with '<img'>



Karvon