you can do it by setting up a spawner in sequential spawning mode. Think of it as a champ spawn in which after completing a champ level, it sets the housing mode of a region to true.
What you need to do is get Asayre8's Custom regions in a box. Set up a custom region ([add regioncontrol) and you will see the regioncontrol flag.
Now, make a spawner, and add entries like this
1 orc
1 SET/allowhousing/false
2 SET/allowhousing/true
where the 1 and 2 refer to the subgroups that you will assign the entries to. You can put as many mobs in the subgroup as you like.
By putting the orc, and SET/allowhousing/false spawn entries in the same group, it means that they will spawn together, so when the orcs spawn, housing will be disabled. Note that allowhousing is a property that is accessible on the regioncontrol item that you placed.
Now you need to tell the spawner what the target of the SET command will be by going into the spawner props and setting the SetItem property to point to the regioncontrol item (the flag) for your custom region.
To make it run sequentially, so that subgroup 2 is activated after subgroup 1, turn on sequential spawning by changing the SequentialSpawning property from -1 to 0.
Then, I would set the Group property to true so that all of your orcs (or whatever mobs you want) will spawn at the same time and will not respawn until they are all killed.
Next, you have to specify how many kills will be required to advance the sequential spawning from subgroup 1 to subgroup 2. Open up the extended sequential spawning part of the spawner gump by hitting the little arrow button in the lower right.
Now, for subgroup 1, enter the number of mobs you plan on spawning into the Kills entry for subgroup 1.
With that set, as soon as you kill that many of the subgroup 1 mobs, it will advance to subgroup 2.
Now to have subgroup 2 sit around for 12 hours until going back to subgroup 1, put the number of minutes (720) until that subgroup resets in the Reset field of subgroup 2. I would also put a value of 1 in the Kill field (since you cant actually kill anything in that subgroup it guarantees that it will just sit there until it times out after the reset period).
And then tell it what subgroup to reset to, in the To field. You want to put subgroup 1 there.
Sounds like a lot of stuff, but it's actually just a couple of things. Here is a spawner that basically does all of that
Code:
<?xml version="1.0" standalone="yes"?>
<Spawns>
<Points>
<Name>HousingControl</Name>
<UniqueId>2f1d3f99-f9fc-49b6-b10c-58586b1cff70</UniqueId>
<Map>Felucca</Map>
<X>5431</X>
<Y>1158</Y>
<Width>10</Width>
<Height>10</Height>
<CentreX>5436</CentreX>
<CentreY>1163</CentreY>
<CentreZ>0</CentreZ>
<Range>5</Range>
<MaxCount>6</MaxCount>
<MinDelay>1</MinDelay>
<MaxDelay>1</MaxDelay>
<DelayInSec>False</DelayInSec>
<Duration>0</Duration>
<DespawnTime>0</DespawnTime>
<ProximityRange>-1</ProximityRange>
<ProximityTriggerSound>500</ProximityTriggerSound>
<SetPropertyItemName>Region Controller,Server.Items.RegionControl</SetPropertyItemName>
<TriggerProbability>1</TriggerProbability>
<InContainer>False</InContainer>
<ContainerX>0</ContainerX>
<ContainerY>0</ContainerY>
<ContainerZ>0</ContainerZ>
<MinRefractory>0</MinRefractory>
<MaxRefractory>0</MaxRefractory>
<TODStart>0</TODStart>
<TODEnd>0</TODEnd>
<TODMode>0</TODMode>
<KillReset>1</KillReset>
<ExternalTriggering>False</ExternalTriggering>
<SequentialSpawning>1</SequentialSpawning>
<AllowGhostTriggering>False</AllowGhostTriggering>
<SmartSpawning>False</SmartSpawning>
<Team>0</Team>
<Amount>1</Amount>
<IsGroup>True</IsGroup>
<IsRunning>True</IsRunning>
<IsHomeRangeRelative>True</IsHomeRangeRelative>
<Objects2>orc:MX=4:SB=1:RT=0:TO=0:KL=4:OBJ=SET/allowhousing/false:MX=1:SB=1:RT=0:TO=0:KL=0:OBJ=SET/allowhousing/true:MX=1:SB=2:RT=5:TO=1:KL=1</Objects2>
</Points>
</Spawns>
(edit)
sorry, I should have mentioned how you set the subgroups for the entries. You press the little arrow button in the lower right to extend the gump to show the subgroup fields for each entry. If you press it again it expands further to show you the sequential spawning fields. If you hit it again it goes back to the basic spawn entry field alone.