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Groups > comp.lang.basic.visual.misc > #3642
| Newsgroups | comp.lang.basic.visual.misc |
|---|---|
| Date | 2024-01-03 04:25 -0800 |
| Message-ID | <6b99670d-43a0-47de-8ece-d6591adf9851n@googlegroups.com> (permalink) |
| Subject | Spawn Delay Fixed Zip Download |
| From | Aura Maire <maireaura72@gmail.com> |
I have this spawning script in my game and you can buy more spawners from a shop.I would like to have the spawn delay be like if the delay is 1, spawning is slow and if it's 20 then the spawning would be faster. Is this even possible? Thanks! spawn delay fixed zip download Download Zip https://fricocconho.blogspot.com/?zpe=2x1PVB In this example _minumumSpawnTimeValue might be 1 and _maximumSpawnTimeValue might be 20. You will need a default spawn time, and then any value you set between 1, and 20 will be linearly interpolated between those values to give a bigger/smaller delay :-) EDIT: Thanks to a comment, I just realized that you're looking for a negative-feedback system where higher numbers make it faster. That can be done by just waiting 1/spawninterval instead of spawninterval. I've done that below, and replaced spawninterval with spawnspeed. There are a handful of open world rares such as Soundless, the Tanaan Jungle mount rares, Anh-De, etc. that double dip on long spawn times with low drop rates (with some having daily lock outs and others not) and many were intended to be killed by groups of people while relevant to match their spawn times. Simple suggestion for an improvement in 9.1.5 is to standardize old content rares to be only one or another, long spawn time but guaranteed drop or frequent spawns with low drop chance and daily lockout. The rationale behind this being that the more content ages the less chance people are listing groups for kills and these rares were never meant to be limited to only a handful of players getting a chance at them each day. Additionally I would suggest any rare spawn ordained by server restart time be altered to only account for the weekly reset at the minimum. There really is no reason for a mount to simply be potentially unobtainable in a given week because of second late week server restart. Specifically in the case of the Voidtalon mount it could use some major overhauls in its spawn mechanics as it is no longer true to its original intended method of being hunted with zones being unloaded due to being devoid of players as well as the aforementioned late week server restarts potentially keeping it from spawning at all in a week. Reliwik from 9.1 content may be in this same boat but it has currently been so inconsistent that players can't even tell if it is rare or just has a bugged spawn, that is just frustrating design and should be avoided from the start in future content. This has been happening to me so much more often lately. I'm heading for school or hacienda. I jump from the plane at just the right time, set up a perfect approach angle and speed, and manage lo be the first one on the ground. Only to see nothing. No weapons anywhere... I frantically run around to all the spots where I should find something, but nothing. Then the loot decides to start spawning in. A guy that lands 20 seconds after me happens to land right on a UMP 9, loads it up and blasts me. I ran past that spot 3 seconds ago and there was nothing, suddenly there is a SCAR-L and 3 boxes of ammo... WTF? The worst thing is when useless clothing spawns in before weapons. For the past couple of months I have been farming flax in Verdant Brink on a daily basis, and sometimes I happen to be there during the Night Meta. I, like many others go for the Matriarch for a variety of reasons (easiest boss , unorganized map etc). So when I take that copter up into the canopy there is always a small group of people camping that event and often it is killed within 2 minutes because it seems to spawn too early, before the copters even land. Now I dont have a problem with people parking toons there, but I would like to see the spawn time adjusted properly to give more time to people on the ground to get there. the ideal change is to make the spawn mechanic base on chopper landing, if no meta was done at the ground point for the chopper to land, the corresponding boss will not spawneasier change is to move the amalgamated gemstone from bosses' loot table into map participation reward if all 5 bosses are killed, this will bring VB in line with other HoT maps, where amalgamated gemstone is rewarded at the end of meta. to X T D.6458's point: it does seem that in some instances, the matriarch spawns at :09 instead and that's worth adjusting. But what exactly is wrong with people waiting for an easy boss to spawn? folks do that with KQ among other fights, too. as in the night-time timer countdown from 40:00; bosses spawns around 20 min 35 sec left on night-time meta clockchoppers land at defending points when there's 20 min left, IF the point was defended during meta Just go to the Nobles WP few minutes before the spawn, get the springer and jump to the canopy. WP - > going bit up via the road -> jump on the vines -> go up as you would go to the HP -> jump over x2 -> updraft -> small updraft -> updraft -> you are on the platform. 2 mins and you are there... The timer is more or less fixed at :09 actually, give or take a few sec. The chopper, on the other hand, does not have a fixed timer, except that the earliest it can spawn is after the camp was defended or recaptured, which is also slightly after mat spawns. Technically speaking this isn't an issue with mat, but with all VB bosses, just only observed with mat cus everyone camps its spawn (i still don't know why people hate axemaster gwyillion considering like 2-3 mesmers with only half of their ccs can break its bar for a huge zerg, at this point i'm not even sure whether the bar doesn't scale or it barely adds any defiance per person). Seems a relatively simple fix to make them spawn just a few seconds later than they already do, though it's not really a big loss if it's somehow impossible tbh. My computer is pretty slow loading and i can still run to mat via wp -> camp -> glide and it's rarely under 50% by the time i get there. in my case i have accidently created more LODs than i need (base + 6 junk lods) and it have caused one of the emitters to wait a second before spawning. deleting the junk LODs have instantly solved everything for me. I want to have OPFOR and BLUFOR AI automatically move from their FOB to capture sectors. Whenever AI are killed, I wanted them to respawn at FOB then resume their attack on the sectors. For this purpose, I originally wanted to use the Spawn AI and Sector Tactics modules, however those seemed to be restricted to spawning vanilla factions, which I am not using (I am using factions from CFP.) Essentially, I want the players to just be boots on the ground in the middle of a large battle. I don't want the functionality of BLUFOR or OPFOR tied to any player. I tried syncing the Sector Tactic module straight up to AIs I added in through the editor, and it unsurprisingly threw an error. Hello mankar, I use Jebus - Just Editor Based Unit Spawning by dreadpirate for most of my AI. You can use for OPFOR and BLUFOR. You have a lot of ways to set them up using editor placed units to respawn and continue the fight. Currently, the resource spawns are too drastically random. I think starting resources should be slightly fixed. To eliminate the element of luck early game. It is completely senseless to introduce an element of luck in a competitive game, imo. It was always sort of there in previous titles, but AOE4 is a bit too drastic, leading to inconsistent experience. This is because there are civs that can exploit randomness and also civs that can be killed off with randomness. The first 2 neutral sheep spawning close so that the scout can just catch both on its way. The distance between first TC to first gold, tree line, stone, and berries equal every single time. The first gold and berries should always be in the back of the base or, if not, blockaded through an obstacle. The first tree should always be in range of the TC, but gold should always be outside the range (to keep dark age first gold harass viable) The first stone should always to be to the side of the TC, that is to say neither forward nor back. We should be able to punish greedy multiple TC plays. Ah, ok that explains that one. But in a video from Cyx he is very explicit to say that the more of the attack team are on the 2nd point in Volskaya the longer the spawns for the other team and he tries to get everyone to get on point. This issue is that there is no check if the despawn delay is greater then zero allowing the counter to go down. Along with this the default value of the despawnDelay is always 47999 by default. This should be set when the trader llama spawns via wandering trader event Is anyone else experiencing broken caves in singleplayer? Last time i checked in multiplayer the caves were fine, but in my single player game, the caves are completely barren with not a single bat, spider, or snake to be seen. They don't spawn above the cave like some players suggest, nor do the spawn en masse at a certain point, i went through the cave at dead island was completely empty, with a clear route to the artifact. I havent gone into any caves in single player, but I've heard they can take a while after you enter. Im not sure if you have to stand around and wait for them to spawn, or if you can enter, leave the cave, then come back in in a bit and they'll be there. Either way, I've heard of several people having this happen in single player, or that the dinos are in there but they're underground or in the water drowning for some reason 35fe9a5643
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Spawn Delay Fixed Zip Download Aura Maire <maireaura72@gmail.com> - 2024-01-03 04:25 -0800
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