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Leveled Creature Info


senterpat

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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
endif

Never tried, don't know if this could work

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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.

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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.

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