QUOTE |
- Added the WAITUNTIL[,duration][,timeout][/condition][/spawngroup] keyword that holds spawning and triggering until a given time elapses or a given condition is satisfied. If called as "WAITUNTIL,duration" this essentially creates an empty spawn that will last for the specified duration in minutes. If called as "WAITUNTIL/condition" it will hold further spawning until the condition is satisfied. If called as "WAITUNTIL/condition/spawngroup" it will hold spawning until the condition is met, and then spawn the specified subgroup. The timeout can be used to add in a safety release to prevent indefinite blocking of spawning if a condition may never be met. If the duration is used in conjunction with a condition, then it will control the polling time (frequency with which the condition is checked). In general this keyword can be used to introduce simple delays into sequential spawning patterns or to pause spawning until a particular condition is met. An example is provided in the xmlextras file that shows how it can be used to spawn gumps and wait for responses. An important characteristic of WAITUNTIL is that the spawngroup will be spawned with the triggering information of the keyword. This allows for a series of spawns to be triggered once, with the triggering player information carried forward throughout all of them without any further retriggering. The xmlextras example provided is a good example of the application, where a player activates a series of gumps which are delivered only to that player, and the spawner is only triggered at the beginning of the series. |
QUOTE (DazedAndConfused @ July 13, 2006 04:00 pm) |
Yes, I tried it with the proper syntax and I tried it as a standalone subgroup, and it still will not generate a pause for me. Is there a special installation step I overlooked? I may also be doing something else incorrectly because I cannot configure a spawner to progress through sequential subgroups without using GOTO. Is there a special sequential spawn setting I am missing? |
QUOTE |
- Added sequential spawning enabled by setting the SequentialSpawn property to a value 0 or greater. This works in conjunction with subgrouping by setting the spawn order based on the subgroup number. Normal spawning selects randomly from the entire list of available spawns when determining what to spawn next. With sequential spawning enabled, on each spawner OnTick (the interval set by min/maxdelay) the next spawn is the subgroup that follows the currently spawned subgroup (SequentialSpawn property contains the currently spawned subgroup) |
QUOTE (DazedAndConfused @ July 14, 2006 02:00 pm) |
Finally got it to work. Thanks Arte. I was using Group=True, which inhibited the sequential spawning. Then I had Refract Min/Max set, which seemed to apply after the first entry was executed (or to each entry no doubt). Then I had to deselect Clear on the first mob spawn because it was vanishing as soon as it spawned. |