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  #1  
Old 09-13-2007, 05:39 AM
Lalolyen
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KLS what file is it that controls the spawn conditions? I'm just wondering if we can have that code do a depop on any mob named "Sum*" and "Skel_Pet" etc upon a zone becomming active again.
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  #2  
Old 09-13-2007, 07:16 AM
KLS
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Wouldn't happen to be using PersistentZoneState variable when this is happening would you?

Also if not, can you please tell me any variables you do have set or anything else you think I should know about how your server is setup.
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  #3  
Old 09-13-2007, 09:20 AM
Lalolyen
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Oh yeah presist is on when this happens. Not enabling it will mess up spawns when a zone goes idle.
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  #4  
Old 09-13-2007, 09:35 AM
KLS
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Ah yeah I've been told to steer clear of it in the past cause it does not work very well atm. I looked at it briefly and it doesn't differentiate between pc pets and reg npcs when it traverses the spawn list.
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  #5  
Old 09-13-2007, 10:02 AM
Lalolyen
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Where is it storing the spawn list? Not in the sharemem is it?

If there is some temp file and I can get ahold of the source thats creating that code I'll get to work on to see what I can do to have it not stick any pets in it =).

Actually... What source file does the save?

Last edited by Lalolyen; 09-13-2007 at 06:03 PM.. Reason: edit actaully....
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  #6  
Old 09-13-2007, 10:48 AM
KLS
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ZoneDatabase:: DumpZoneState() in zone.cpp is what handles saving the zone state if you wanna take a look at it. Just looking at it I don't see a simple elegant solution. Might take some work.

Last edited by KLS; 09-13-2007 at 06:51 PM..
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  #7  
Old 09-14-2007, 01:10 AM
Lalolyen
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Now who said us devs are elegant? =P he he.

I've always heard something like, "If it doesn't crash, explode, whirl, or tick, do it again because you did something wrong" he he.
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