Iosnowore Kun
30e49c5528
Added dynamic groups for Quarantine Zone
2014-11-09 20:31:38 -05:00
Iosnowore Kun
e4f91cece4
Fixed bug where static spawns weren't spawning, added scout trooper belt, removed unneeded placeholders, changed quarantine zone static spaw
2014-11-09 12:16:07 -05:00
Iosnowore Kun
a7a4f78164
Added level 5 deathtroopers
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Started work on Quarantine zone NPCs.
2014-11-08 18:48:42 -05:00
Bronco69
bfb28e5c53
Fixed SpawnDistance to 150m
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Fixed the group size of dynamic spawns to max 5 instead of 15+
2014-11-04 00:02:14 +01:00
Bronco69
5156682084
Added planetary prefix to most dynamic spawn groups
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Fixed nge.cfg.example (got deleted by accident in previous commit)
2014-11-03 22:37:56 +01:00
Bronco69
0d4c83e43f
Added dynamic spawn groups for various planets
2014-10-28 06:19:44 +01:00
Bronco69
fe90f8a21b
Fixed KBT #165 and #185
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Fixed
2014-08-17 00:23:06 +02:00
CharonInferar
d450228e60
Added MixedSpawnArea
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To save server resources, a mixed spawn area can consist of dynamic
groups and lair groups. Also the minimal distance from dynamic group to
nearest lair will be kept to prevent lairs and NPCs too close together a
bit more.
2014-05-23 01:44:25 +02:00
CharonInferar
c28fea3cf9
Dathomir Nighsisters and Singing Mountain Clan added
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- Nightsister vs Singing Mountain Clan Battle
- Wild NS and SMC spawns in some areas of the planet
2014-05-22 17:24:44 +02:00
CharonInferar
164ed38fc4
Added imperial outpost, fixed visibility issue
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- Added force crystal hunter's cave
- Added imperial outpost NPCs
- Fixed creature visibility while mounted
- Tweaked some spawn areas
- Debugged some spawn issues
2014-05-21 18:50:02 +02:00
CharonInferar
9b0986521e
Edits to some mobiles
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Corrections
2014-05-20 18:40:57 +02:00
CharonInferar
16f82b50a6
Dantooine-wide spawns added with Planetary Spawn Tool
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Considering the combat level ranges from live, the planet's surface has
been covered with spawn areas for various mobs and NPCs. A small as
possible count of collidables was used to save server resources while
still being able to realize the spawns.
2014-05-19 15:52:57 +02:00
tacef
414eb6f2c3
Removed Dynamic Spawns around Mos Eisley
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Will not work with dynamic Spawnssystem
2014-05-05 21:00:18 +02:00
tacef
1ecdb6ac14
Updated Krayt Spawns to be more accurate to live
2014-05-04 19:45:33 +02:00
tacef
e3dc65a791
Populated Areas around Mos Eisley
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Altered Static Spawns in Mos Eisley to use their personalizes scripts
Moved Imp and Reb recruiter from tatooine.py to mos_eisley.py
2014-05-04 09:15:55 +02:00
tacef
d16eef9e44
Populated Krayt Graveyard
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Altered mobile Templates to work with the new Dynamicspawn system(needs
testing)
2014-05-04 08:30:49 +02:00
CharonInferar
05034b4d83
group spawn distances added
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Force sensitive groups now spawn at a distance to each other in random
group member numbers.
Loot added to FSs
2014-05-03 16:31:04 +02:00
CharonInferar
488e669290
More work on parameters of group members
2014-05-03 04:52:52 +02:00
CharonInferar
1833f821fa
Taking into account fixed member groups
2014-05-03 00:42:25 +02:00
CharonInferar
081a30b7da
dynamic spawn scripts added
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Commit frequency caused by ongoing odb refactoring
2014-05-02 22:19:30 +02:00
Light2
6cd794a6c3
minor fix
2014-05-01 21:25:35 +02:00
Light2
7d457101f3
Refactored odb system (read extended), added implementation of Dynamic World Spawns
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ODB no longer uses DPL layer of Berkeley DB, persistent classes have to
implement the Serializable interface, annotations are no longer used,
use transient modifier for variables that should not be persistent.
Entity reference errors will no longer occur, however it is better to
use ids if the entity that is being referenced is stored in the db too!
(or you will have two different objects). DB is cached for 5 minutes
then it will write its log/cache to disk, transactions are no longer
used.
2014-05-01 20:33:38 +02:00