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[DZMutator] psInventory?

 
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sanastro



Joined: 04 Nov 2004
Posts: 99
Location: Germany

PostPosted: Sat Nov 06, 2004 2:37 pm    Post subject: [DZMutator] psInventory? Reply with quote

hey..
im using dzmutator - my server turned to another (badder) deadzone now, my auraweps are replaced, but i dont know how to let the monsters spawn another pawns. ive set the settings in the ini, but theyre not in the advanced options.. and the monsters dont appear. what did i do wrong? the normal drops like aura.flightr are working, but not the psinv drops.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sat Nov 06, 2004 10:49 pm    Post subject: Reply with quote

The psInventory config is only accessable from the INI file. I know it's not as pleasant as working it from the Advanced Options but I didn't have a good method to support the psInventory config in the single INT config file.

1. Configure the PawnToSpawn and NumToSpawn settings for one of the 16 classes from the INI file (while the server is shutdown). The classes go from psInventory1, psInventory2, psInventory3.....up to 16.

2. To make a host pawn spawn it you have to set the psInventory class onto the host pawn's DropWhenKilled using the AttributePawn DWKChanger.
Example: "OriginalName=SomePackage.SomeHostPawn"
"PDropWhenKilled=DZMapM.psInventory1"

3. Set the 'ChangeProbability' setting from the current DWK AttributePawn entry to however often you want that pawn to drop something from the PDropWhenKilled listings.

4. Make sure you don't accidentaly create a pawn spawn loop. For instance, a Skaarjlord spawning a pupae when the pupae will then spawn a Skaarjlord...creating an endless battle. Another accidental way is having a pawn like a Skaarjlord directly spawn another Skaarjlord replacing the previous. Sounds like a funny way to create an endless monster battle but it can lead to bad problems....ESPECIALY if the NumToSpawn is greater than 1. Next time I update DZMapM in the future I'll add some type of precausionary protection for user errors that, but until then users should think things out as they add psInventory classes onto pawns.

Overall, you can't get a host pawn to spawn more monsters after it's death unless you give it a configured psInventory class to drop out. It's basicaly like you're trying to get a pawn to drop a pickup item except the psInventory item is really a pawn spawn generator. Hope that helps you out. If you still have problems then post some information about your DZMapM.ini file or refer to the readme file if you haven't already.


-Zombie
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sanastro



Joined: 04 Nov 2004
Posts: 99
Location: Germany

PostPosted: Sun Nov 07, 2004 7:36 pm    Post subject: Reply with quote

ok, ive activated the DWKchanger thingie now and it works, thx.
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