The World of Layonara
NWN Discussions and Suggestions => NWN Ideas, Suggestions, Requests => Topic started by: Frendh on September 24, 2009, 04:04:45 PM
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The first spawn is ill placed. Line of sight to the AT for archers, when I exited
my character was already near death as my screen finished loading.
So avoiding death is near impossible for some characters.
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Normally, there is no spawn in that area when you are leaving, only entering. Also, they spawn in the alcove and will not roam out into the passageway for sometime. I believe the spawn point is fine.
Edit: Disregard the above. I was referring to entering the cave itself. You mean you went into the second level, was attacked, and immediately left that level due to the spawn?
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Actually Twidget. Each time I have went there, there has been a spawn appearing as we were getting ready to go up the ramp that leads back to the top floor (cave entrance floor). I think it's one of those timer control spawn that if you hit them once, then they will re-spawn as you get close to them after a certain period of time.
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I think it's one of those timer control spawn that if you hit them one, then they will re-spawn as you get close to them after a certain period of time.
Isn't that how all spawns work?
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If you take the example of the misted village. Nope.
Some spawns can be auto spawned by timer, without hitting a trigger. Others will only be created upon entering an area. Some will be a combination of both a trigger and setting the heart beat so that they are not re-spawned automatically as you hit the trigger again, but will after a certain amount of time passed and you hit the trigger again. Some spawns can be controlled to spawn certain monsters at days others at night. Heck I stopped trying at that point lmao.
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Actually...
There are no "on enter" or "on exit" spawn mechanisms. It may seem like it, but there aren't. There are also no "proximity" spawns.
We have two basic types of creature spawns: triggered and placed.
Triggered spawns are just that. They require a PC to step into a trigger zone, which causes the encounter to spawn. Triggered spawns have a "wander" directive, so they can then stray from the actual spawn point. Once the encounter is exhausted (meaning there are no more creatures left in the triggered spawn), a timer starts. If a PC steps into the trigger again before the timer expires, nothing happens. As well, when the timer expires, the encounter does not automatically respawn in the absence of a PC crossing its trigger.
Placed spawns are things like boss creatures and the like, where the creature will stay around regardless of whether or not a PC has hit some trigger or if a PC is even in the same area. The various NPCs we have around the world are examples of this, as are things like the critters in the Broken Forest, various quest-item giving monsters, most CNR creatures and so forth. These typically do not wander, though they can. When killed, these spawns do return automatically after a set period of time.
While our triggered spawn system does support time-of-day spawning, we only have a small handful of places where we've actually used this.
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Ah well from my limited experience with the mister_leebo's pw encounters, there seemed to have more options available. But then again I only used it for a few months, a year ago.
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We don't use that system. Ours was custom-developed, and utilized as described above.
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That would explain it :D. Well the fact that .. bah never mind hehe.
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When you enter the second area from the first. Then you are standing up
on a ramp as you arrive to the second area. There is a spawn placed close
below within line of sight. And they are/can be archers.
I will try to remember and take a screen shot.
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Just posting to support Frendh's statement. The trigger could probably be moved a little further from the area entry point, or better, the spawn point moved so they dont have a clear sight to the entry point.
If they have been spawned and someone enters, he is a bulls eye for a couple of seconds as the character appears before you actually have control of him after an area transition.
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When you enter the second area from the first. Then you are standing up
on a ramp as you arrive to the second area. There is a spawn placed close
below within line of sight. And they are/can be archers.
I will try to remember and take a screen shot.
I know what area you are referring to. I have been to the area a fair amount of times and sort of learned to deal with it and not think about posting on it. I concur with spawn being too close to the transition.
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The fix to this has solved this nicely. Thanks Dorg.
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Good to know, thanks!