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Generator within generator?

Is it possible to use the [generator_within_object]component to have the child template name set to a basic generator that spawns a child of the original mob that has the within object generator set?

For example:

You kill a Swamp Creature, it spawns a generator that spawns another Swamp Creature after, say, 300 seconds. Obviously a custom generator would have to be made for every single mob in the game if this would work, but it would be a good way of creating respawning mobs without doing any direct editing to the maps themselves by placing generators on the ground.

Any input is greatly appreciated!

yes if u want to write new monster templates and generators

You can look at the Abstraction files as we have re-spawning monsters in it based either on time or area.

Where can I download a copy of abstraction? I see a lot of links leading to its website but it's no longer available.

Lloyd2k4 wrote:
Where can I download a copy of abstraction? I see a lot of links leading to its website but it's no longer available.

SJR posted a link in another thread in another forum which you can find here
http://www.siegetheday.org/?q=node/1594 look for SJRs comment and click on the link. I tested the link and it works just fine.

Elf

I tried doing this, and because of the way Dungeon Siege load objects, this isn't possible at all. It causes infinite recursion, which causes the game to fail to load anything else.

It works like this... the generator skrit file loads whatever child template you put in the generator to be loaded after the world event happens in addition to father template. So if I have a krug scavenger spawn a krug scavenger, it attempts to load an infinite number of krug scavengers, because I have a generator within a generator within a generator, repeating.

Eventually, the mob that is spawned from the generator must not also spawn something else, which means I can either make new templates for each mob strictly for respawning, but then I get only one wave of respawns.... anything else results in infinite recursion again.

Looks like I'll have to check out Abstraction's method if I want something effective! Or figure out a way to do it through skrit myself that will allow the generator to exist in the mob.... the only way I think it can be done effectively with GPG's base generator skrit files is to place a generator on the ground.