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#71
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Yeah limited to quest scripting the problem is a bit more substantial. Or course a signal/handler interface built into the quest system to communicate between zones would be cool, but I'm sad that you guys don't just go straight to the source for a somewhat unique problem such as this. You could implement a #fullrepop command that does exactly what I suggested (manually updates all applicable spawn times) in a matter of minutes.
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Jack <Yael Graduates> - Server First Erudite
Bush <Toxic> Jeremy <TMO> - Patron Saint of Blue | ||
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#72
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As for talking across zones the only method I know of is using global variables and have a Repop watcher(invis npc) in each zone that would have Boss Repop that checks the global repop value every so often. When value = 1, if NPC# is not up, then dbspawn NPC# at x,y,z | |||
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#73
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#74
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Using qglobals is the way that I did it in the past, and that is one giant fat resource hog of a beast apparently. Most of them have been deprecated and replaced with 'niftier' things.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#75
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#76
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#78
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This should be a semi-regular thing to simulate how unstable and patched the live servers were. More server reset simulations!
Very very fun - made my night. | ||
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#79
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How about just reboot the server manually every 7 days +/- 24 hours? Try to spread it out to give Euros and West Coasters somewhat even chances.
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#80
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