Ok. So when you draw an encouter polygon. In the properties there is a box for player trigger only. Does this even work? I have an encounter set up for spawn every 2 minutes, but i have waited and waited and waited and it never spawns. Is there some kind of script needed to make timed spawns work right?
Encounters.
Débuté par
Starbridge
, janv. 10 2011 04:57
#1
Posté 10 janvier 2011 - 04:57
#2
Posté 10 janvier 2011 - 06:02
Encounters normally only fire when something enters the polygon area (there is a one-time exception when something is currently in the encounter trigger when using a continuous spawning encounter, but after the one-time exception you would have to move out and then back into the trigger area to get another encounter). When you check the player trigger only box, that something has to be a Player Character (not a henchman, familiar or occasional NPC). Were you waiting outside of the trigger until the respawn time passed and then ran into the polygon to trigger it again?
#3
Posté 10 janvier 2011 - 03:37
I was waiting outside of the zone. I knew they triggered when you walked into them, just wasnt sure how to get an encounter or set of encounters to spawn when players enter the zone. So, after what you said I'll need a script. Thanks.
#4
Posté 10 janvier 2011 - 04:48
Starbridge wrote...
I was waiting outside of the zone. I knew they triggered when you walked into them, just wasnt sure how to get an encounter or set of encounters to spawn when players enter the zone. So, after what you said I'll need a script. Thanks.
I am missing something here. You do not need a sacipt to get the encounters to work. If you did they would be pointless.
On the basic tab of the encounter set the spawn option to continuous.
On the Advanced tab :
Set the Respawn time(seconds) to 120
Make sure all of the following are checked.
Active
Encounter Respawns
Infinite Respawn[/list]
Now the encounter will become active again 2 min after it is inactive.
This may be where your test is not working right. The encounter only becomes inactive after all the monsters it spawned are destroyed.
So the player trips the encounter.
Kills the last monster it spawned.
2 minutes after the last monster was killed the encounter becomes active again.
#5
Posté 10 janvier 2011 - 05:28
You can fire an encounter trigger via script. It will act as if oObject had actually walked through the trigger itself. This method has its uses in certain situations.
#6
Posté 10 décembre 2012 - 04:10
_Knightmare_ wrote...
You can fire an encounter trigger via script. It will act as if oObject had actually walked through the trigger itself. This method has its uses in certain situations.
Just seeing this doing a search for something related.
Does anyone know how to do this as the poster sugggested? Fire an encounter via script, instead of actually entering the trigger?
#7
Posté 12 décembre 2012 - 03:26
I have no idea how it would be done. I would guess he was either using nwnx or was thinking nwn2.
Please, Someone correct me if I am wrong.
Please, Someone correct me if I am wrong.
#8
Posté 12 décembre 2012 - 04:53
<baking up some...>
Well, you could spawn an object in the trigger to trigger it...
Edit: Jeez, Knightmare! Did ya *have* enough spam on your tute? Took 30 mins to disenfranchise all the accounts :-/
<...kludge>
Well, you could spawn an object in the trigger to trigger it...
Edit: Jeez, Knightmare! Did ya *have* enough spam on your tute? Took 30 mins to disenfranchise all the accounts :-/
<...kludge>
Modifié par Rolo Kipp, 12 décembre 2012 - 05:05 .
#9
Posté 27 décembre 2012 - 03:21
your module time might effect the spawn time.draw your box and place one spwnpoint by right clicking on the encounter trigger.enter it in a pc not dm to trigger the encounter.its as simple as that.well add a creature to the list of course........





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