tonycubed2 Posted May 10, 2012 Share Posted May 10, 2012 Trying to improve my mod by having the monsters spawn a little ways off. Right now they are right in your face when they arrive. Not good for immersion. The mod thus far works great, I changed the spawn section as shown below.spawn1 and spawn2 and spawn3 are xmarkers created elsewhere and moved to the player location to use as spawn points. "Fight" is another xmarker used to teleport the player to the arena area. That works fine.wherea1, wherea2, whereb1, whereb2, wherec1, wherec2 are offesets to spawn the npc a little ways from the player. supposedly. It does not work. No npcs spawn. Ambsuhers1 to 4 are proeprly deffined monster npcs and were working fine before this change. Do not pay too much attention to the random generators, I set them to force this script every time for testing. Nothing spawns! Help. :( Debug.MessageBox("You are ambushed on the way!") PlayerRef.MoveTo(Fight) ;move player to fight area ;random spawn locations! whereA1 = Utility.RandomInt(1,11) whereA2 = Utility.RandomInt(1,11) whereB1 = Utility.RandomInt(1,11) whereB2 = Utility.RandomInt(1,11) whereC1 = Utility.RandomInt(1,11) whereC2 = Utility.RandomInt(1,11) ; ; Spawn1.MoveTo(fight,whereA1,WhereA2) Spawn2.MoveTo(fight,whereB1,whereB2) Spawn3.MoveTo(fight,whereC1,whereC2) Alias_Follower1.GetRef().MoveTo(Fight) Alias_Follower2.GetRef().MoveTo(Fight) Game.EnableFastTravel(false) oktomove.SetValueInt(5) PlayerRef = Game.GetPlayer() ;select who actually attacks 1 to 4 at a time if ambushnumb == 1 Debug.MessageBox("fight1") Spawn1.PlaceActorAtMe (Ambushers1, attackers).StartCombat(Game.GetPlayer()) if RandomInt() > 0 Spawn2.PlaceActorAtMe (Ambushers2, attackers).StartCombat(Game.GetPlayer()) EndIf if RandomInt() > 0 Spawn3.PlaceActorAtMe (Ambushers3, attackers).StartCombat(Game.GetPlayer()) EndIf if RandomInt() > 0 Spawn1.PlaceActorAtMe (Ambushers4, attackers).StartCombat(Game.GetPlayer()) EndIf Link to comment Share on other sites More sharing options...
DizzasterJuice Posted May 10, 2012 Share Posted May 10, 2012 You can make your ambushers as aliases on Quest Aliases tab then set them as initially disabled (or allow disable and then disable on start) then enable them when player hits a trigger(s). Link to comment Share on other sites More sharing options...
Recommended Posts