CEO said:
/begin obligatory suckup before question
This is one powerful spawner system! Thank you very much Arte! I saw a post earlier where someone wanted less commands, I wholeheartly disagree! I'd rather have the "power" and ability to do something vs. simplification. Anyways, you've done a great job here and much appreciated.
/end
Of course the question(s) now.
1) I've gotten great use out of the sequential spawn feature, creating my own champ-like spawns. However, I noticed when the spawner transistion from one sequence to the next, all the mobiles are removed from the current sequence before going to the next. This makes for an abrupt transition. Is there a way to leave the current mobiles in play so the transition isn't so abrupt?
2) When I bring out my "champ" I want to also leave out other creates, but since my "kill" value is 1, killing anything in that sequence completes it. I guess I could have a trigger spawner next to the existing one that is activated when the "champ" is seen?
3)When my camp is killed I want to simulate a gold drop and then deactivate the spawner entirely so that spawn delay kicks in.
I'm sure 2 and 3 are probably possible, but with my limited don't readily see how. The phasing in of sequences though is probably a new option maybe?
Anyways, thanks for the great work.
lol, maybe there should just be a standard boilerplate that people could refer to.
About point 1. It is by design with the primary motivation being to prevent the mobs from a lower level from being used to add to the killcount of the next level. You can find this in the Advancesequential() method in xmlspawner2.cs around line 6530
Code:
// clear the spawns if there is a killcoun on the level
if(killsneeded > 0)
{
RemoveSpawnObjects();
clearedobjects = true;
}
Just comment out the RemoveSpawnObjects call and now there will be no mob removal on transition, but again, players will still get kill credits for killing the lingering mobs from the previous level.
I may think about adding in some subgroup checks to restrict kill credits to mobs on the current level. That way you could leave the lingerers but only get credit for kills of mobs on the current level. Good idea.
About point 2, the triggering strategy you mentioned is the way to do it, although if I were to get the subgroup level restriction on kill counts in, it would be easy to do without requiring another spawner. (another good reason to think about that).
To do using a second spawner with your extra mobs that you want triggered when your champ appears, make the second spawner and set its TriggerObject property to point to the champ spawner. Set the TriggerObjectProperty property to "GETONSPAWN,ChampSpawnername,ChampSpawnGroup,COUNT=1"
where you would substitute the actual name of the champ spawner and the actual subgroup number of the champ for those placeholders. (note, COUNT refers to the current Count value for all spawns on that subgroup which will be 1 when your champ spawns. You could also test for >0 for example if you wanted to have more than 1 champ).
Then just set up whatever you want to spawn, min/maxdelays, etc. on the triggering spawner.
About point 3, I'm not exactly sure what the condition is that corresponds to "killing your camp". Do you mean after your champ and all secondary spawns (from your other spawner) are killed?