Author Topic: FIXED: Random spawns  (Read 2692 times)

Offline jcompton

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FIXED: Random spawns
« on: February 21, 2003, 02:53:26 AM »
I've noticed that a few enemy groups are under-spawning. Like, I met just one goblin at a time in the hallways on the first Irenicus level, and in the sewers (_R0404), instead of a big hobgoblin war party waiting for me, there was just one hobgoblin shaman and his trusty keg.

                   
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Offline weimer

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FIXED: Random spawns
« Reply #1 on: February 21, 2003, 05:54:54 PM »
The problem here is that BG2 has a bunch of "not-quite-creatures" like "RDGOB" for use in spawn points. RDGOB mysteriously transforms into some melee goblins and some archers. I have no idea how this happens. For the Irenicus Dungeon I convert rdgob to some single goblin.

If you look in errors/CRE you'll see lines like:

Failure("resource RDUNDEAD.CRE not found"): resource not found in BG2: RDUNDEAD

Failure("resource RDHOBGOB.CRE not found"): resource not found in BG2: RDHOBGOB

I need someone to tell me what those are supposed to be or how they are defined.
                   

Sim

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FIXED: Random spawns
« Reply #2 on: February 21, 2003, 05:59:26 PM »
These random spawns are defined via 2DA. If you look at SPAWNGRP.2DA in BG2, you'll see these "not-quite creatures" listed along the top, and the corresponding "real" creatures, which are actually spawned in their place, beneath.                    



[!--EDIT|Sim|Feb 22 2003, 02:04 AM--]

Offline weimer

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FIXED: Random spawns
« Reply #3 on: February 21, 2003, 07:41:52 PM »
Thank you, Sim. I quite appreciate that information.

Using that I was able to fix this problem in v7 -- we now have random spawns a la BG2.                    

 

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