The waypoint system in itself works like this:
The database has a "grid" entry. A grid consists of ID, type, delay type and 50 wps. Each waypoint is a string separated into the values X, Y, Z and delay. Delay is the amount of time the mob stops at the waypoint.
Spawn2 has a new entry called spawngrid. You assign the ID of a grid to a spawn point, and any mob spawned by this point starts wandering the grid. Types are as follows:
0: Circular. Walks each path point in order, then cycles back to wp 1.
1: Random 5. Picks one of the 5 closest waypoints and walks to it.
2: Random. Picks any waypoint in the grid and walks to it.
3: Patrol. Walks to the last waypoint in order, then turns and does it in reverse order.
Delay types:
0: Random half. Pauses for between Delay/2 and Delay seconds.
1: Full. Pauses for full delay.
2: Random all. Pauses for between 0 and Delay seconds.
You add waypoints and grids using #grid and #wp in-game. (For example, #grid add 1 0 1 would add grid number 1, of type Circular, with a full delay.)
I have a prototype of the system working, which is the system without some of the types and delay types, basically.
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