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World Background Spawner
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Mordaunt
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Post: #21
RE: World Background Spawner
v 1.9c:

Added: Check to eliminate coastal tiles from being spawned due to erroneous sand monsters



There is dungeon spawning and a gump coming for this script, at some point............ eventually..... when I get around to it.

[Image: 2nis46r.jpg]
(This post was last modified: 08-24-2013 06:25 AM by Mordaunt.)
08-24-2013 05:51 AM
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Mordaunt
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Post: #22
RE: World Background Spawner
v 1.9d:

Fixed: Certain terrains not spawning (including forest) broken by change in previous version (reported by Gizmo)

[Image: 2nis46r.jpg]
08-24-2013 09:02 AM
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Mordaunt
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Post: #23
RE: World Background Spawner
V2.0 (The one with the gump!)

Yes. I finally added a dialog to this script, it wasn't something that was originally planned, or something that I wanted to do.
However because people seem to have problems in setting up and using the script I caved and added it.

With the addition of the gump you can:

Turn on/off spawning for each terrain type.
Set the spawn amounts, min time, max time and distance for each type.

The system will now also spawn every type, with the different gembit gaps in a single operation.
Be patient, it takes a few seconds and does output to the console so that you can see it is working.

Still uses the .spawnbackground command, except that it now opens the dialog.

[Image: 2nis46r.jpg]
09-21-2013 11:33 AM
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Mordaunt
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Post: #24
RE: World Background Spawner
My prior plans to implement dungeon spawning into this script have officially been scrapped.
While I was able to get the script to successfully detect and spawn dungeons, the manner in which it does so is woefully inadequate and not something I could recommend and therefore is not anything that will see the light of day in a public release.

[Image: 2nis46r.jpg]
09-30-2013 09:56 AM
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Archaaz
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Post: #25
RE: World Background Spawner
Thanks for sharing this script. It works brilliantly, and saves the user a lot of effort.
10-06-2013 02:31 AM
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Mordaunt
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Post: #26
RE: World Background Spawner
V2.1:

This version for use with the new nightly script pack
So you can spawn/respawn a big chunk of your map quickly

also..
Fixed: problem where graveyard was spawning on different plane to the one set.

V2.0 for older script pack with SCP functionality instructions is still in my library, incase anyone needs it. (also with that bug fixed)

[Image: 2nis46r.jpg]
(This post was last modified: 10-18-2013 09:58 AM by Mordaunt.)
10-18-2013 09:12 AM
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Mordaunt
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Post: #27
RE: World Background Spawner
V2.1 Added Mine & Cave spawning since we now have groups for those in the new script pack.

It WILL spawn Mt Kendall, so if you don't want it full of beasties you may have to go remove them. Also redspawns apply to caves since we have both groups, so you can decide if you want caves to be that bit tougher...

I tested what i put in as the default settings on the gump, which you can change, doesn't catch some of the smaller caves but gets about 85% of all caves and mines which to me seemed about right.

I had considered adding in Brigand and Orc camps, but for the few that there are it didn't seem worth while.

[Image: 2nis46r.jpg]
10-19-2013 03:40 AM
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Mordaunt
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Post: #28
RE: World Background Spawner
v2.2

FIXED issue with non existent maps causing errors, and lists not being cleared after non existent map request.

v2.0 for the old script pack has also received this update and is available on my skydrive, now labeled 2.0.1

[Image: 2nis46r.jpg]
(This post was last modified: 11-26-2013 12:54 PM by Mordaunt.)
11-26-2013 12:45 PM
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Mordaunt
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Post: #29
RE: World Background Spawner
Little fix, I am guessing when i was messing with the last update the timer for graveyard spawns was knocked out.
Have replaced this, v2.2 only. The version for the old pack did not have this problem.

[Image: 2nis46r.jpg]
11-29-2013 09:58 AM
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Mordaunt
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Post: #30
RE: World Background Spawner
An important note regarding the spawning of graveyards on map 1.

Because of the way in which this script detects graveyards and cemetaries (by region name) and because these areas are not named in the sphere_map1.scp file they will not spawn.

I order to spawn them as graveyards and cemetaries you must add the regions into the sphere_map1.scp
To do this is simply to search for them in sphere_map0.scp and copy them over, remembering to change the map plane co-ordinates from 0 to 1 when saving them in the sphere_map1.scp file.

Alternatively you can use these:
Code:
[AREADEF a_yew_graveyard_2]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Yew Graveyard
GROUP=Yew
FLAGS=REGION_FLAG_NOBUILDING
P=724,1134,0,1
RECT=711,1103,736,1136,1

[AREADEF a_cove_graveyard_2]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Cove Graveyard
GROUP=Cove
P=2442,1117,8,1
RECT=2423,1098,2455,1120,1
RECT=2431,1080,2455,1099,1

[AREADEF a_britain_graveyard_2]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Britain Graveyard
GROUP=Britain
FLAGS=REGION_FLAG_NOBUILDING
P=1384,1492,10,1
RECT=1336,1443,1391,1494,1
RECT=1336,1494,1376,1511,1

[AREADEF a_vesper_cemetary_2]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Vesper Cemetary
GROUP=Vesper
FLAGS=REGION_FLAG_NOBUILDING
P=2781,867,0,1
RECT=2727,839,2785,896,1

[AREADEF a_nujelm_cemetary_2]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Nujel'm Cemetary
GROUP=Nujel'm
FLAGS=REGION_FLAG_NOBUILDING
P=3536,1151,20,1
RECT=3502,1139,3532,1163,1
RECT=3530,1142,3553,1152,1
RECT=3530,1127,3543,1143,1
RECT=3517,1121,3540,1140,1

[AREADEF a_moonglow_cemetary_2]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Moonglow Cemetary
GROUP=Moonglow
FLAGS=REGION_FLAG_NOBUILDING
P=4546,1333,8,1
RECT=4527,1313,4558,1336,1
RECT=4535,1296,4558,1313,1

[ROOMDEF a_jhelom_cemetary_2]
EVENTS=r_default,r_default_rock,r_default_water,r_default_tree,r_default_grass
NAME=Jhelom Cemetary
GROUP=Jhelom
FLAGS=REGION_FLAG_NOBUILDING
P=1291,3719,0,1
RECT=1271,3711,1293,3743,1
RECT=1279,3736,1296,3752,1
RECT=1293,3722,1301,3736,1

[Image: 2nis46r.jpg]
(This post was last modified: 02-20-2014 05:17 AM by Mordaunt.)
02-20-2014 05:07 AM
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