AcadiusLost wrote:Ahh, I'd misunderstood. I actually haven't tested the spawn group options that use group configuration files (like NESS spawn groups), but all that code is still in, at it's 6/6/2006 state. Did you make additional changes/improvements to it after that?
Yeah, some stuff did change, mostly stuff dealing with placing spawned monsters in groups. Look at ACR_SpawnObjectAtLocation(), ACR_GetSpawnLocationFromDirection(), ACR_GetSpawnLocationFromDirectionAndFacing(), ACR_GetSpawnLocationFromVector(), and ACR_GetSpawnLocationFromVectorAndFacing(). Basically I changed the API to take locations, and gave tools to the spawn group creator to alter the (relative) spawn location. Its relative because the position randomizing features of the spawn system can move and rotate the spawn point, etc. ACR_GetSpawnLocation() seems to be in use in your version, so that should all work, I hope.
ACR_SpawnGroup() was changed to assume a prefix (which I think will really come in handy with organization).
AcadiusLost wrote:I actually have the scripts set a LocalObject pointer on each spawned child, which points back to it's parent waypoint- all the ACR_ReportSpawnDeath() actions are manipulations of that waypoint, so it should just come up empty if the creature was not brought into the game by a spawn waypoint. If we see any problems with it, I can handle that case specifically within the body of ACR_ReportSpawnDeath (if == OBJECT_INVALID, return;)
Yeah, I'd done the same thing. Looking at the function, I guess the only error that would actually occur is invalid debugging chatter in the DM channel, heh. I'd add a DeleteLocalObject(oObject, _SPAWN_PARENT_WP);", but I might be a bit too paranoid of mis-use and future OE bugs.