SphereCommunity
World Background Spawner - Printable Version

+- SphereCommunity (https://forum.spherecommunity.net)
+-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d)
+--- Forum: Script Submissions (/Forum-Script-Submissions)
+--- Thread: World Background Spawner (/Thread-World-Background-Spawner)

Pages: 1 2 3 4


World Background Spawner - Mordaunt - 09-10-2012 06:38 AM

V2.2

[Image: 2ij2o1l.jpg]

V2.0+ Now able to set and spawn all/multiple terrain types with variable gembit gaps in a single operation.

Dialog contains default settings as tested for decent coverage, ALL figures in the dialog are editable to suit your needs

This script allows you to spawn what I consider "background" gembits across your map.
The boring ones.. all the animals and occasional hostiles, because it's such a drag running around the map spawning all those.

It does NOT spawn dungeons at all, and will not spawn town NPCS, except some town type critters if you have it enabled in the defs. (towns being defined by their guarded regions)

You should be spawning those areas yourself anyway to avoid having a carbon copy of other shards


The latest version of this script reads the map sizes based on what is set in sphere.ini making spawning any map or any size childs play.
With added offset and cutoff definitions you can start spawning after a certain x position and stop spawning at a certain x position, ideal for any custom (or default) map that has dungeon areas located off to the left or right of the map.

Script does not spawn T2A area due to the landscape layout there is an increased chance that gembits would be dropped in awkward places

World Background Spawner

Map 0/1
[Image: hs12kn.jpg]

Map 2
[Image: 1z2hlvl.jpg]

Map 3
[Image: 2irgjl.jpg]

Map 4
[Image: ibwb44.jpg]

Map 5
[Image: 2z9cdop.jpg]

v1.5:
Fixes an issue of roam distance not being correctly set on some gembits resulting in grouping of spawns.

v1.6:
CHANGED Script now reads map sizes based upon .ini settings and as such will support any maps you have defined (including additional or custom maps)
ADDED dungeon_cutoff def, should be used for mapplanes like 0 and 1 where the dungeon area is off to the right off the map.
ADDED dungeon_offset def, should be used for mapplanes where the dungeon area is off to the left of the map.

v1.7:
All settings can now be changed in defs with no need to edit the rest of the script.
Timers, Amounts, Min & Max time may now be set for different terrain types all at once
REMOVED general land on/off toggle.
REMOVED "additional" town spawn groups in favor of the one defined in spawns.scp
ADDED new spawn settings t_jungle & t_forest, also added to sphere_types.scp (included in zip, but added to standard server download file as of 3/11/12)

v1.8:
FIXED: Replaced the function that sets t_normal tiles in a guarded region as t_town which was omitted during the overhaul.

v1.9:
NEW: "Red Spawns" script will now randomly place monster spawn groups according to terrain and % chance set in defs
NEW: "Graveyard Spawning" script will now place undead spawns in graveyards according to settings in defs

v1.9a
Updated instructions for use with SCP

v2.0
NEW: Dialog driven settings
NEW: Spawn all your terrains with their different settings in a single operation.

v2.1
Updated for use with new nightly script pack
ADDED: Mine & Cave spawning since new script pack contains those groups.

v2.2
Minor bug fixes


An important note regarding the spawning of graveyards on map 1.

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

In order to spawn them as graveyards and cemeteries 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



RE: World Background Spawner - darksun84 - 09-11-2012 03:00 AM

Wow i really needed a thing like that Shock , thank you


RE: World Background Spawner - Mordaunt - 09-28-2012 12:31 PM

v1.5 Released: Fixes an issue of roam distance not being correctly set on some gembits resulting in grouping of spawns.
Link in first post still applies.


RE: World Background Spawner - Pollo - 10-31-2012 10:53 PM

does it work also on custom maps?


RE: World Background Spawner - Mordaunt - 11-01-2012 02:19 AM

yes it does.


RE: World Background Spawner - Pollo - 11-01-2012 05:25 AM

number 1 Smile


RE: World Background Spawner - Mordaunt - 11-04-2012 08:25 AM

v1.7 Uploaded:

New Features since last release (v1.5)

v1.6:
CHANGED Script now reads map sizes based upon .ini settings and as such will support any maps you have defined (including additional or custom maps)
ADDED dungeon_cutoff def, should be used for mapplanes like 0 and 1 where the dungeon area is off to the right off the map.
ADDED dungeon_offset def, should be used for mapplanes where the dungeon area is off to the left of the map.

v1.7:
All settings can now be changed in defs with no need to edit the rest of the script.
Timers, Amounts, Min & Max time may now be set for different terrain types all at once
REMOVED general land on/off toggle.
REMOVED "additional" town spawn groups in favor of the one defined in spawns.scp
ADDED new spawn settings t_jungle & t_forest, also added to sphere_types.scp (included in zip)


RE: World Background Spawner - Barnabus - 11-04-2012 09:23 PM

Very Nice Mord!

I almost want to delete all my spawns to try it.


RE: World Background Spawner - Mordaunt - 11-05-2012 02:30 AM

lol only almost?


RE: World Background Spawner - Mordaunt - 11-07-2012 07:20 AM

v1.8 Uploaded:

FIXED: Replaced the function that sets t_normal tiles in a guarded region as t_town which was omitted during the overhaul.