Created NESS Spawner System (markdown)
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NESS-Spawner-System.md
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NESS-Spawner-System.md
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NESS
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Version 8.1.3
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Spawn Readme
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Neshke Narovken (Original Author)
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Cereborn (Maintainer)
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*******************************************************************
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INCLUDES:
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Do NOT Modify Main Script:
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Spawn: 'spawn_main'
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Do NOT Modify Helper Scripts:
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Information: 'spawn__readme'
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Functions: 'spawn_functions'
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Corpse Death: 'spawn_corpse_dth'
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Corpse Decay: 'spawn_corpse_dcy'
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Global Defaults: 'spawn_defaults'
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Flag Parsing: 'spawn_flags'
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Pseudo-heartbeat 'spawn_pseudohb"
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Lootable corpse event scripts:
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Corpse On Open: 'spawn_onopencrp'
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Corpse On Closed: 'spawn_oncloscrp'
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Corpse disturbed: 'spawn_dist_corps'
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Corpse used: 'spawn_used_corps'
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CONFIGURATION:
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Modify Configuration Includes if Needed
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Only where Specified in Each File:
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Spawn Flags: 'spawn_cfg_flag'
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Spawn Groups: 'spawn_cfg_group'
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Loot Tables: 'spawn_cfg_loot'
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Spawn Camps: 'spawn_cfg_camp'
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Spawn Effects: 'spawn_cfg_fxsp'
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Area Effects: 'spawn_cfg_fxae'
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Object Effects: 'spawn_cfg_fxobj'
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User Defaults: 'spawn_cfg_global'
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Custom Flags: 'spawn_cfg_cusflg'
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Modify Check Includes if Needed
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Only where Specified in each File:
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Check PCs: 'spawn_chk_pcs'
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Custom Check: 'spawn_chk_custom'
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Modify Scripting Includes if Needed
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Only where Specified in Each File:
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Spawn/Despawn: 'spawn_sc_spawn'
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Heartbeat: 'spawn_sc_hbeat'
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Death: 'spawn_sc_death'
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Deactivation: 'spawn_sc_deactiv'
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Camp Trigger: 'spawn_sc_cmptrig'
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Patrol Stops: 'spawn_sc_patrol'
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USAGE:
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Add Following to Area Heartbeat:
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Sample Script: 'spawn_sample_hb'
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#include "spawn_main"
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Spawn();
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Add Spawn Waypoints
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All Switches Optional
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Waypoint Name:
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SP_<Spawn Flags>
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Waypoint Tag:
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Child Object Tag/ResRef
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Group Designation
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Camp Designation
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Note:
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For Custom Creatures
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You must use the ResRef
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Available Flags:
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SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn
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_RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn
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_PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn
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_SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn
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_ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF
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_SXn_NL_SB_ELn
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Format:
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Flag|OptionalFlag
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SPn|On
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: Designates Spawn Waypoint
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: SP is Required on all Spawn Waypoints
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: Performs Spawn processing every SP1 to SP99 heartbeats
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: Default is SP1 Heartbeat : ~6 Seconds
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: SP00 Defaults to SP01
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: Optional Flag: On
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: Offset processing spawn from first process by n heartbeats.
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: Used to stagger spawn processing within an area
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ISn|Dn
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: Initial State
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: Type 0 : Inactive
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: Type 1 : Default : Active
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: Optional Flag: D000
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: Delay Initial Spawn D000 Minutes
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IDn
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: SpawnID
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: Sets LocalInt "SpawnID" to SpawnID
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: On Spawn Waypoint Object
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FTn
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: Flag Table
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: Use Flags from Table FT00
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: Flags are Defined in 'spawn_cfg_flag'
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SNn|Mn
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: Spawn Number
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: Maintains a Spawn of SN00 to SN99 Children
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: Despawns Extra Children
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: Optional Flag: M00
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: Minimum Children
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: Will Randomly Spawn between M00 and SN00 Children
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SA|n|Mn
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: Spawn All at Once
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: Default is Spawn One Child per Cycle
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: Optional Flag: 00
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: Spawn 00 Children per Cycle
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: Optional Flag: M00
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: Spawn Minimum M00 per Cycle
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SRn|Mn|P
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: Spawn Radius
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: Randomly Spawns Children in a
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: Location SR00 to SR99 Meters from Waypoint
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: Optional Flag: M00
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: Minimum Radius, M00 to SR99 Meters
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: Optional Flag: P
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: Spawn Center is Near a Random PC in Area
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SDn|Mn|P
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: Spawn Delay
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: Delay SD00 to SD99 Minutes between Spawns
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: Optional Flag: M00
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: Minimum Delay, M00 to SD99 Minutes
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: Optional Flag: P
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: This flag sets up a spawn period, whereas the default spawn delay
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: specifies a spacing between spawns.
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: This is particularly useful with PL3 (keep the times the same on
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: each) it will cause the placeable to refresh if alive or respawn
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: if not on a regular schedule. Note that if the P subflag is used,
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: the M subflag is ignored.
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CLn|Mn
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: Child Lifespan
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: Child will Despawn after CL00 Minutes
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: Optional Flag: M00
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: Child will Despawn after M00 to CL00 Minutes
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DYn|Tn
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: Spawn Day
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: Spawn Only on Day DY00 to DY28
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: Children are Despawned during Invalid Days
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: Optional Flag: T00
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: Spawn from Day DY00 to Day T00
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HRn|Tn
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: Spawn Hour
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: Spawn Only during Hour HR00 to HR24
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: Children are Despawned during Invalid Hours
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: Optional Flag: T00
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: Spawn from Hour HR00 to Hour T00
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DO|D
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: Day Only
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: Only Spawns at Day
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: Optional Flag: D
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: Despawn Children at Nightfall
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NO|D
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: Night Only
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: Only Spawns at Night
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: Optional Flag: D
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: Despawn Children at Daybreak
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RW|Rn
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: Random Walk
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: Children Wander Randomly
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: Optional Flag: R00
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: WARNING: This is Resource Intensive!!
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: Wander Range, R00 to R99 Meters
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PC|n|R
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: PC Check
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: Only Spawn Children if PCs are in Area
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: Children are Despawned if no PCs in Area
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: Optional Flag: PC00
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: Depawn if no PCs in Area for PC00 Minutes
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: Optional Flag: R
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: Reset Spawn Point if no PCs are Present
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RGn|Mn|Cn
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: Random Gold
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: Generates Random Amount of Gold on Children
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: From RG000 to RG999 Gold
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: Optional Flag: M00
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: Minimum Gold Amount
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: Optional Flag: C00
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: Gold Chance C00% to C99%
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: Default 100% chance
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SF
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: Spawn Facing
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: Set Facing of Children to Match Waypoint
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: Default Random Facing
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SUn|In
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: Spawn Unseen
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: Only Spawn if PCs are not within SU00 to SU99 Meters
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: Optional flag: I00
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: Use the location of each individual child to determine if that
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: child can spawn, instead of using to location of the spawn itself.
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: If using SR or SL|R, I00 to I99 additional random locations will be
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: attempted
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FXn|Dn
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: Spawn Effect
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: Spawn in with Effect FX001 to FX999
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: Effects are Defined in 'spawn_cfg_fxsp'
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: Optional Flag: D000
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: Despawn with Effect D001 to D999
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PRn|Tn|C
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: Patrol Route
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: Assign Waypoints Route PR00 to PR99
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: Optional Flag: T0
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: Route Type
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: 0 - Sequential
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: 1 - Circular
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: 2 - Random
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: 3 - Walk Once/Despawn
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: Optional Flag C
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: Start at closest waypoint. Does not apply to T2 (random)
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:
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: Route Name: Variable
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: Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000
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:
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: PR - Route Number 00 to 99
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: SN - Stop Number 00 to 99
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: PS - Pause 000 to maxint seconds at Stop
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: RP - Random additional amount (0 - maxint) added to PS
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: RN - Run to Stop
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: RR - Percentage chance a Stop will be visited (skipped otherwise)
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: SF - Face the Waypoint Direction
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: DO - Only Stop here during the Day
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: NO - Only Stop here during the Night
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: SC - Run script 000 to 999
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: Scripts are Defined in 'spawn_sc_patrol'
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EEn|Rn
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: Entrance/Exit
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: Enter and Exit at Waypoint EE00
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: Optional Flag: R
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: Choose Random Entrance Exit
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: from R00 to EE00
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:
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: Entrance/Exit Name: Variable
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: Entrance/Exit Tag: EE00
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EXn|Rn
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: Exit
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: Exit at Waypoint EX00
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: Optional Flag: R
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: Choose Random Exit
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: from R00 to EX00
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:
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: Exit Name: Variable
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: Exit Tag: EX00
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PLn|Tn|Pn
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: Placeable Object
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: Spawns a Placeable Object with Behavior
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: Behavior 0: Default Behavior
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: Behavior 1: Despawn if Empty
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: Behavior 2: Refill if Empty (after spawn delay minutes!)
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: Behavior 3: Refresh (despawn/respawn) every P000 minutes; default
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: (if no Pn specified) is 60 minutes
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: Optional Flag: T00
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: Trap Disabled Chance
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: 00% to 99% chance of Trap Disabled
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: Trap must already be part of Placeable's Template
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: Default 100% Chance Trap is Disabled
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: Optional Flag: P00
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: Refresh period (in minutes)
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SG
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: Spawn Group
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: Spawn Children from Group
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: Waypoint Tag is Defined Group
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: Groups are Defined in 'spawn_cfg_group'
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CDn|Tn|Rn|D
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: Corpse Decay
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: Decay Corpse after CD000 to CD999 Seconds
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: Default No Corpse, Standard Loot Bag
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: Optional Flag: T
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: Corpse Inventory Type
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: Type 0: Inventory Items
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: Type 1: Inventory & Equipped Items
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: Type 2: Inventory Items, if PC Killed
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: Type 3: Inventory & Equipped Items, if PC Killed
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: Optional Flag: R
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: Remains Type
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: Type 0: Loot bag
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: Type 1: Body
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: Type 2: Bones
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: Type 3: Potion
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: Type 4: Pouch
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: Type 5: Scroll
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: Type 6: Treasure
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: Type 7: None (destroy loot on decay)
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: Optional Flag: D
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: Drop wielded weapons
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LTn|An|Bn|Cn
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: Loot Table
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: Spawn Loot on Children from Table LT000 to LT999
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: Loot Tables are Defined in 'spawn_cfg_loot'
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: LT500 to LT999 currently reserved for merchant-based
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: loot tables
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: Optional Flag: A000
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: When using merchant-based loot tables, the percentage chance that
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: only 1 item will spawn. Default is 50%. Values over 100% are truncated
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: to 100%
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: Optional Flag: B000
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: When using merchant-based loot tables, the percentage chance that
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: 2 items will spawn. Default is 15%. Values over 100% are truncated
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: to 100%
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: Optional Flag: C000
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: When using merchant-based loot tables, the percentage chance that
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: 3 items will spawn. Default is 05%. Values over 100% are truncated
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: to 100%
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DSn|Sn
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: Deactivate Spawn
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: Deactivate Spawn based on Condition
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: Type 0: Deactivate if all Children are Dead
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: Type 1: Deactivate if Spawn Number has been Spawned
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: Type 2: Deactive Spawn until all Children are Dead
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: Type 3: Deactivate Spawn after DI00 Children
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: Type 4: Deactivate Spawn after DI00 Minutes
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: Type 5: Deactivate Spawn after DI00 Cycles
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: Type 6: Deactivate when Spawn Count == Spawn Number
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: Optional Flag: S000
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: Run Script 000 to 999 when Spawn Deactivated
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: Scripts are Defined in 'spawn_sc_deactiv'
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:
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: Can Reactivate by Manually Calling:
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: SetLocalInt(oSpawn, "SpawnDeactivated", FALSE);
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DIn
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: Deactivation Information
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CM|Dn
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: Spawn Camp
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: Spawns Camp of Creatures and Placeables
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: Waypoint Tag is Defined Camp
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: Despawns Camp when all Children Dead
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: Camps are Defined in 'spawn_cfg_camp'
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: Optional Flag: D000
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: Placeables Decay 000 Seconds after Camp Despawn
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:
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: Camp Children Flags:
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:
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: RW : Random Walk
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: SF : Spawn Facing Camp
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: SG : Spawn Group
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: LT00 : Loot Table
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: CD000|T0 : Corpse Decay
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: PL0|T00 : Placeable Type
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: Placeable Trap Disabled
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SSn|Dn
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: Spawn Script
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: Run Script 001 to 999 on Spawn
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: Scripts are Defined in 'spawn_sc_spawn'
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: Optional Flag: D000
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: Run Script 001 to 999 on Despawn
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DTn
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: Death Script
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: Run Script 001 to 999 on Death
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: Scripts are Defined in 'spawn_sc_death'
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CPn|Rn
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: Spawn Check PCs
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: Check Custom Code to see if Spawn Proceeds
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: Custom Code is Defined in 'spawn_chk_pcs'
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: Optional Flag: R00
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: Check all PCs in Radius R00
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: Default Check all PCs in Area
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CCn
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: Spawn Check Custom
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: Check Custom Code to see if Spawn Proceeds
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: Custom Code is Defined in 'spawn_chk_custom'
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TRn|Dn
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: Spawn Trigger
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: Only Spawns if PC is within 00 Meters
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: Optional Flag: D00
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: Despawns if PC is not within D00 Meters
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AEn|Dn
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: Spawn Area Effect
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: Area Effects are Defined in 'spawn_cfg_fxae'
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: Waypoint Tag can be "AE" to Spawn only Area Effect
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: Optional Flag: D000
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: Area Effect Duration of 000 to 999 Seconds
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: Duration of 000 means Permanent Area Effect
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: Default Duration is 005 Seconds
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OEn|Dn
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: Object Effect
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: Object Effects are Defined in 'spawn_cfg_fxobj'
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: Optional Flag: D000
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: Object Effect Duration of 000 to 999 Seconds
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: Duration of 000 means Permanent Object Effect
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: Default Duration is Permanent
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RSn
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: Random Spawn
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: Percentage Chance Spawn will Occur
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: Default 100% Chance
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FCn
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: Spawn Faction
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: Change Faction of Children:
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: Faction 0: COMMONER
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: Faction 1: DEFENDER
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: Faction 2: MERCHANT
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: Faction 3: HOSTILE
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: Faction 4: CUSTOM
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: Change Faction to Same as Nearest
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: Object with Tag 'SpawnFaction'
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ALn|Sn
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: Spawn Alignment
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: Shift Alignment of Children
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: Alignment 0: Neutral
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: Alignment 1: Law
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: Alignment 2: Chaos
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: Alignment 3: Good
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: Alignment 4: Evil
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: Alignment 5: All
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: Optional Flag: S00
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: Shift Alignment by S00
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: Default Shift by 10
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HBn
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: Heartbeat Script
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: Children will Run Script HB000 each Cycle
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: Scripts are Defined in 'spawn_sc_hbeat'
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SLn|Rn|I
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: Spawn Location
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: Spawn Children at Waypoint SL00
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: Optional Flag: R
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: Choose Random Location
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: from R00 to SL00
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: Optional Flag: I
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: When spawning multiple children, each child takes the next
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: waypoint, In order - (first child spawns at SL00, next at SL01, etc.)
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:
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: Location Name: Variable
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: Location Tag: SL00
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RH|Dn
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: Return Home
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: Child will always Return to Home
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: Optional Flag: D00
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: Child will Return to Home
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: Only if further than D00 Meters
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HL|n|E
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: Heal Children if Not in Combat
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: Optional Value: 00
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: Heal 00% per Cycle
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IT
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: Spawn Item
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: Spawnpoint Tag is Item Template
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ST
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: Spawn Sit
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: Children will Sit in Nearest Unoccupied Sittable
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||||
: Sittable's Tag must be 'Seat'
|
||||
|
||||
PT
|
||||
: Spawn Plot
|
||||
: Sets Children as Plot
|
||||
|
||||
SM
|
||||
: Spawn Merchant
|
||||
: Spawnpoint Tag is Merchant Template
|
||||
|
||||
CF
|
||||
: Custom Flag
|
||||
: Everything in Spawn Name after CF
|
||||
: Is Stored in LocalString "CustomFlag"
|
||||
: On Each Spawned Child
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Functions for external control. Please use these when possible instead
|
||||
of modifying variables directly in NESS.
|
||||
|
||||
object NESS_GetSpawnByID(int nSpawnID, object oArea)
|
||||
: Returns the spawn waypoint in area oArea with ID nSpawnID
|
||||
|
||||
void NESS_ActivateSpawnByID(int nSpawnID, object oArea)
|
||||
: Activates the spawn in area oArea with ID nSpawnID
|
||||
|
||||
void NESS_DeactivateSpawnByID(int nSpawnID, object oArea)
|
||||
: Deactivates the spawn in area oArea with ID nSpawnID
|
||||
|
||||
void NESS_ActivateSpawn(object oSpawn)
|
||||
: Activates spawn oSpawn
|
||||
|
||||
void NESS_DeactivateSpawn(object oSpawn)
|
||||
: Deactivates spawn oSpawn
|
||||
|
||||
void NESS_ForceProcess(object oSpawn)
|
||||
: Force spawn oSpawn to be processed next heartbeat (regardless of
|
||||
: SPxx value)
|
||||
|
||||
void NESS_TrackModuleSpawns(int nFlag=TRUE)
|
||||
: Enable (nFlag == TRUE) or Disable (nFlag == FALSE) Spawn Tracking
|
||||
|
||||
int NESS_IsModuleSpawnTracking()
|
||||
: Returns TRUE is spawn tracking is enabled, FALSE otherwise
|
||||
|
||||
|
||||
Some Tips and Pointers
|
||||
- with Thanks to Eliha for Creating this Section
|
||||
|
||||
1. The .erf script files we import for NWN usually contain .nss and
|
||||
.utp files.
|
||||
|
||||
1.1. The .nss files are the Nwn Source Scripts that are in plain text that
|
||||
we manipulate in the script editor.
|
||||
|
||||
1.2. The .utp file(s) are objects such as an invisible corpse object that
|
||||
automatically gets put in the right column of the toolset where you select
|
||||
the creatures, doors, placeables, etc. under the custom button.
|
||||
|
||||
2. After importing the .erf and ignoring that it couldn't find the .ncs files
|
||||
you'll need to save your module then reopen it for the new scripts to appear
|
||||
in the left column (due to the lack of a refresh button).
|
||||
|
||||
3. When working in the various configuration scripts you only need to save
|
||||
them, not compile them. They are just add-ons to the main spawn_sample_hb.nss
|
||||
script and attempts to compile them will result in errors. The spawn_sc_xxxx
|
||||
files will compile but even they should just be saved like all the other
|
||||
spawn_cfg_xxxx scripts.
|
||||
|
||||
4. When finished editing and saving the various configuration scripts you
|
||||
will then need to open the spawn_sample_hb script and compile it to integrate
|
||||
your new changes into the system. If you customized your scripts, saved them,
|
||||
saved the module, then loaded the game and find nothings working....chances are
|
||||
you forgot to compile the spawn_sample_hb script after making your changes.
|
||||
|
||||
5. You can usually tell which script needs to be compiled by noticing which
|
||||
one needs to be put in an area heartbeat or on an object somewhere, etc.. In
|
||||
this case, we are adding the spawn_sample_hb to the area heartbeat so it is the
|
||||
main file and requires compiling.
|
||||
|
||||
|
||||
|
||||
|
||||
Package Header
|
||||
|
||||
/*
|
||||
NESS Version 8.1.1
|
||||
|
||||
Cereborn
|
||||
|
||||
See 'spawn__readme' for Instructions
|
||||
Ignore all 'Missing Resource' Errors
|
||||
See the NWN Forums for More Info
|
||||
|
||||
Spawn Package:
|
||||
|
||||
NESS Scripts:
|
||||
- spawn__readme
|
||||
- spawn__history
|
||||
- spawn_cfg_camp
|
||||
- spawn_cfg_flag
|
||||
- spawn_cfg_fxae
|
||||
- spawn_cfg_fxobj
|
||||
- spawn_cfg_fxsp
|
||||
- spawn_cfg_global
|
||||
- spawn_cfg_group
|
||||
- spawn_cfg_loot
|
||||
- spawn_cfg_cusflg
|
||||
- spawn_chk_pcs
|
||||
- spawn_chk_custom
|
||||
- spawn_corpse_dcy
|
||||
- spawn_corpse_dth
|
||||
- spawn_defaults
|
||||
- spawn_dist_corps
|
||||
- spawn_flags
|
||||
- spawn_functions
|
||||
- spawn_main
|
||||
- spawn_onopencrp
|
||||
- spawn_oncloscrp
|
||||
- spawn_pseudohb
|
||||
- spawn_sample_hb
|
||||
- spawn_sc_cmptrig
|
||||
- spawn_sc_deactiv
|
||||
- spawn_sc_death
|
||||
- spawn_sc_patrol
|
||||
- spawn_sc_spawn
|
||||
- spawn_smpl_onent
|
||||
- spawn_smpl_onext
|
||||
- spawn_timefuncs
|
||||
- spawn_used_corps
|
||||
|
||||
NESS Resources:
|
||||
- invis_corpse_obj
|
||||
- invis_corpse_bdy
|
||||
- invis_corpse_bon
|
||||
- invis_corpse_pot
|
||||
- invis_corpse_pch
|
||||
- invis_corpse_ser
|
||||
- invis_corpse_tre
|
||||
|
||||
Spawn Banner Scripts:
|
||||
- spawnb_cc_activ
|
||||
- spawnb_cc_dactiv
|
||||
- spawnb_cc_dump
|
||||
- spawnb_cc_nodump
|
||||
- spawnb_cc_notrck
|
||||
- spawnb_cc_nsclog
|
||||
- spawnb_cc_nsdlog
|
||||
- spawnb_cc_sclog
|
||||
- spawnb_cc_sdlog
|
||||
- spawnb_cc_trck
|
||||
- spawnb_main
|
||||
- spawnb_sample_ai
|
||||
- spawnb_sc_activ
|
||||
- spawnb_sc_dactiv
|
||||
- spawnb_sc_disp
|
||||
- spawnb_sc_dump
|
||||
- spawnb_sc_nodump
|
||||
- spawnb_sc_notrck
|
||||
- spawnb_sc_nsdlog
|
||||
- spawnb_sc_sclog
|
||||
- spawnb_sc_sdlog
|
||||
- spawnb_sc_snclog
|
||||
- spawnb_sc_trck
|
||||
|
||||
Spawn Banner Resources:
|
||||
- spawn_ban_rod.uti
|
||||
- spawn_banner.dlg
|
||||
- spawn_ban_a.utp
|
||||
- spawn_ban_d.utp
|
Loading…
x
Reference in New Issue
Block a user