Full Version : #XFILL #YFILL Not Working For Me
xmlspawner >>Q&A >>#XFILL #YFILL Not Working For Me


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morganm- 11-30-2006
Hail ye duders,

WHen I use #XFILL or any other of the #position operators I get errors on the XML spawner. Error reads: "#XFILL skeleton is not a valid type". I tried it with and with out the semicolon. Maybe the server I'm on has and older version of XML spawner installed? How can I tell what version I'm using?

exact syntax I'm using: #XFILL skeleton
I have a X1_Y1 and X2_Y2 range setup properly with 5 Max skeletons


ALSO! How do I properly format /Home/ in a spawn entry? I'm spawning some MOBs by /X/Y/Z specifically and I also want to set their Home so they don't wander back to the spawner. However every time I try to duse /Home/ I can never seem to figure out the proper format.

Thanks!

ArteGordon- 11-30-2006
Home is a Point3D type property. The formatting for Point3D values is

(x,y,z)

so it would look like

skeleton/home/(125,34,0)

In general you can tell how to format a property value by first doing a [get on the property and looking at the format of the value it returns.


As for the #XFILL, you need to separate it from the rest of the spawn entry with a semicolon, like

#XFILL ; skeleton

from xmlspawner2.txt
QUOTE

New to version 3.10
updated 5/18/06

- added the "#RELXY,xinc,yinc[,zinc]" spawn positioning control keyword.
This will position the spawn relative to the previously placed spawn by the amount xinc,yinc. 

- added the ability to specify multiple spawn control keywords in a single entry by separating them with semicolons.  This also adds the requirement that all # spawn control keywords be separated from the main spawn entry with a semicolon and not just white space.

- added FastestPlayerSpeed and MovingPlayerCount properties that can be tested for on the spawner that will report the maximum movement speed and number of nearby moving players.  Proximity detection must be enabled on the spawner by setting ProximityRange in order to make use of these properties.

- added the "#CONDITION,proptest" spawn control keyword that allows individual entries to be made conditional on the specified property test.
When combined with the new FastestPlayerSpeed and MovingPlayerCount properties, you can make spawn entries that will depend on the speed and number of nearby players with entries like

#CONDITION,movingplayercount<2 ; orc

which would only spawn the orc if fewer than 2 players were moving nearby.

#CONDITION,fastestplayerspeed>5 ; #PLAYER,3 ; orc

Which would only spawn the orcs if some player was moving faster than 5 tiles per second and would additionally have the orcs placed within 3 tiles of the triggering player when they are spawned.

You can use the same kind of condition tests that can be used anywhere else, such as compound tests or tests for properties on carried items, or triggering players, etc.  For example,

#CONDITION,GETONTRIGMOB,skills.magery.value>100 ; lichlord


You can tell what version you are running by using the [smartstat command.
The #XFILL keyword was introduced in v3.09

morganm- 12-06-2006
OK thanks for the syntax for /home/ I did use the [get to see how it was formated but on screen it shows [x,y,z] instead of using ( )

I'll try to use that command to see what version is running. I tried using ; to seperate #XFILL from the rest of the scripting but it still didn't like it. I'm thinking the version will tell me why =(

Thanks Arte!

morganm- 12-06-2006
Just like I thought... version 3.07a... before XFILL YFILL =(