Its possible spawn an item using ItemId? Now I'm using only name of this item.
if you just want to spawn a simple item that has a specific itemid you can use an entry like
item,#
or
static,#
since both 'item' and 'static' are valid spawnable objects, and they accept an itemid# as an argument to their constructors.
They basically both will create a simple item with that itemid, but the 'item' is movable by default, and the 'static' is not (they are both still Items).
So to spawn a fixed wall section use
static,87
or a movable banner use
item,5560
How it's simple. I'm looking so stupid now. Another question. It's able to find somewhere documentation for XMLSpawner? In support files is only changelog (where are news and commands for previous and newest version), which isn't just user-friendly, and documentation for version 2.19
)))
I'd like to find list of command's with small description, eventually with examples
Exists this?
Thanx for your answer
there is a list of commands in the HowTo forum.
But other than what you find in these forums, there is no separate user-friendly documentation.
Hello Arte,
i have another question.
I would like to spawn item wich is named "FlameSpurdTrap". This item have to ilustrate damage after hit cannon ball and it will spawned randomly.
And i dont know how can i make spawn effect explosion before FlameSpurdTrap on the same randomly place.
Do you have some idea?
Thaks for the answer.
you can use the SETVAR and GETVAR keywords to keep track of a value that you want to reuse.
Here is an example that creates the new local variables RandX and RandY and then uses them as the coordinates of an effect, and also uses the same values to place a trap, so you will see an effect spawned and then a trap spawned at the same spot.
QUOTE |
<Spawns> <Points> <Name>RandLocSpawner</Name> <UniqueId>7ee5719b-adcc-49c4-b934-df8564d88e81</UniqueId> <Map>Felucca</Map> <X>5483</X> <Y>1121</Y> <Width>10</Width> <Height>10</Height> <CentreX>5488</CentreX> <CentreY>1126</CentreY> <CentreZ>0</CentreZ> <Range>5</Range> <MaxCount>4</MaxCount> <MinDelay>5</MinDelay> <MaxDelay>10</MaxDelay> <DelayInSec>False</DelayInSec> <Duration>0</Duration> <DespawnTime>0</DespawnTime> <ProximityRange>-1</ProximityRange> <ProximityTriggerSound>500</ProximityTriggerSound> <TriggerProbability>1</TriggerProbability> <InContainer>False</InContainer> <MinRefractory>0</MinRefractory> <MaxRefractory>0</MaxRefractory> <TODStart>0</TODStart> <TODEnd>0</TODEnd> <TODMode>0</TODMode> <KillReset>1</KillReset> <ExternalTriggering>False</ExternalTriggering> <SequentialSpawning>-1</SequentialSpawning> <AllowGhostTriggering>False</AllowGhostTriggering> <SpawnOnTrigger>False</SpawnOnTrigger> <SmartSpawning>False</SmartSpawning> <Team>0</Team> <Amount>1</Amount> <IsGroup>False</IsGroup> <IsRunning>True</IsRunning> <IsHomeRangeRelative>True</IsHomeRangeRelative> <Objects2>SETVAR,RandX/{RND,5480,5490}:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1:OBJ=SETVAR,RandY/{RND,1120,1130}:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1:OBJ=EFFECT,14284,20,{GETVAR,RandX},{GETVAR,RandY},0:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1:OBJ=spiketrap/X/{GETVAR,RandX}/Y/{GETVAR,RandY}:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:PR=-1</Objects2> </Points> </Spawns>
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