Cheetah2003 said:Great stuff, Nerun. Thank you so much!!
However, I did wanna mention one problem I noticed.
The spawners can and sometimes do spawn mobs behind walls where they can't be interacted with or killed.
I was thinking, perhaps if the spawner was modified somehow (I'm still learning how to use the scripting stuff, or I'd just do it) to only spawn mobs in places that the spawner itself has line of sight to.
KnightAGS said:If I missed the answer to this somewhere please direct me to the correct thread.
1.) When I spawn the world all the spawners are set but not spawning. All spawns are 0. Am I missing something.
2.) How do I get rid of the default spawned vendors before running the spawner?
Thanks.
nerun said:1) No, it happen because "Smart Player Range Sensitive" is enable, change yourself to [unhide and you will see. Players will activate spawner too (hidden or unhidden). If you comes near a spawner (SpawnRange + 60) and you is a player or a UNHIDDEN staff member, it will spawn, otherwise not. To disable, search in [spawner gump for a disable smart player range sensitive.
2) [global remove where spawner, it will remove ALL RunUO default spawners, then remember to use [decorate again, to replace the quest spawners. But you can use RunUO vendors, cause they are more accurate in amount just. I my distro, the spawners spawn less vendors, cause i believe the most of the shards are small and don't need too many vendors, but for OSI accuracy [uoamvendors is better.
mysteriousgm said:i'm very new to this,so forgive me if i sound stupid. This seems to be a great tool, but i'm having a problem with it. Whenever i try to generate a spawn, i keep getting a map not found error message. What have i missed?
yes its the smart PRS feature. keeps the mob count down unless a player is near. Will not work on players using the skill hiding or spell, but staff invis works.didymus said:An Admin friend of mine has noticed that if he transports to another location in hidden mode, he can't see any spawns. Is this normal?
Can it be disabled for staff members?
He says he is using version 1.4 on run uo 1.
Roger204 said:Hello Neurn and let me first thank you for an amazing job you have done. This makes alot of stuff much easier to do.
Now for my initial post, i seem to be running into a problem with my mobiles having delayed reactions. When a player tries to attack a mobile, the player will not swing or the spell will not hit for probably 5-10 seconds, after this amount of time, it hits, but again takes 5-10 seconds to hit them again. I even tried making a mobile obey me, and having it attack another, as suspected, the delay is still in affect.
Not only are the attacks delayed, any command I try and use is delayed..
Any suggesions??
Boris The Blade
**EDIT**
This started occuring after i implemented your Distro package
shaggster said:Love the spawner saved Major time from spawning by hand....TY.. My question is this ..Rat/Orc camps spawn like they should but the chest itself that spawns requires players to have to steal items... You can pick the chest and untrap but can not loot???? Is this part of this system or is stock file?? And any ideas on how i could fix this so i can make the Lockpickers on my shard happy agin ..
TY in advance for any help on this issue
P.S. We are fully patched to the newest neruns Destro Also....