Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Support > Archive::Windows Servers

Archive::Windows Servers Archive area for Windows Servers's posts that were moved here after an inactivity period of 90 days.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #18  
Old 07-30-2004, 06:39 AM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
Default

lol.

you dont understand what #npcspawn create does obviously.

it creates a DUPLICATE of whatever npc you use it on to start.
So if you use it on a orc pawn it doesnt make that orc pawn spawn there, if you use it often it will clutter up your DB with a crapload of npctypes

#npcspawn create is for taking a #spawn'ed creature (which might i add they suck by default youd have to manually edit runspeed walkspeed etc in db before they can even move. Wish there was a more detailed #spawn command at our disposal.

#npcspawn add takes an existing npctype that was summoned with #npctypespawn and adds a new spawn record for it.

#npcspawn update is supposed to take a mob that already has a spawn point in place and UPDATE it with the new moved location. This command does NOT work though. =\
Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:23 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3