Thread: Removing NPCs
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  #7  
Old 08-13-2015, 09:24 PM
AdrianD
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Join Date: Dec 2013
Posts: 297
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A switch would be nice for spawnentry. I'm kinda creating one in a roundabout way.

Fabled creatures, for example, usually have the same spawngroupid as their weaker counterparts. Some spawngroups, as you know, have a half dozen or more npc_types associated with it.

Disabling these spawngroups is not ideal. Desired is disabling the single npc associated with the spawngroup while being efficient about it.

Thanks Shendare.
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