senterpat Posted November 4, 2014 Share Posted November 4, 2014 So I'm replacing creatures via script, and I'm just wondering if creatures that are disabled/markfordelete will repawn when the cell resets. If not, how could I disable the creature until the cell reset? Link to comment Share on other sites More sharing options...
Fallout2AM Posted November 4, 2014 Share Posted November 4, 2014 If they're markfordelete, I don't think they'll respawn. There's an OnReset blocktype that maybe could be useful to re-enable them if they are disabled? Something like: Begin OnReset Let MySelf := GetSelf If MySelf.GetDisabled MySelf.Enable endifNever tried, don't know if this could work Link to comment Share on other sites More sharing options...
Hemingway308 Posted November 5, 2014 Share Posted November 5, 2014 I've never investigated it, but as I understand it, Leveled Creatures/NPCs (think of them as 'encounters') don't exist in the 3D world and can't have scripts. Instead they spawn 'real' Creatures/NPC into the world. So, if you disable/delete the real creatures you don't affect their source 'leveled creature', meaning it will still spawn new creatures when it resets. If you instead disable/delete the source leveled creature then it won't cause any more spawns. Hope that makes sense. I could be wrong here. Link to comment Share on other sites More sharing options...
Fallout2AM Posted November 6, 2014 Share Posted November 6, 2014 I think he was referring to the source "leveled creature" Link to comment Share on other sites More sharing options...
senterpat Posted November 8, 2014 Author Share Posted November 8, 2014 After some pretty heavy testing, I've determined Hemingway is right, if they use a leveled creature as a template, they will not respawn the first creature, unless it's flag is set to respawn. So if there are creatures set to respawn, it will place two creatures there on respawn. Thanks for the help, definitely helped! And ya Fallout2AM, I'm using a onReset block to respawn them. Have to disable the old and place a new one to get the script to fire again, but it seems to be working. I don't really need to enable them ever, they just act as spawn points, the scripts attached to them control the spawns. Link to comment Share on other sites More sharing options...
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