Spawn Scripts and Respawning

Scripted ALFA systems & related tech discussions (ACR)

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Riotnrrd
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Spawn Scripts and Respawning

Post by Riotnrrd »

My question regards the behavior of the spawn scripts AFTER being KILLED by a PC or NPC.

According to docs there are a few variables that control respawning after a killed spawn.

ACR_RESPAWN_DELAY_MIN
ACR_RESPAWN_DELAY_MAX
ACR_SPAWN_CHANCE
ACR_SPAWN_RESPAWN_COUNT

I have min and max set to 4 and 6 respectively, chance set to 10. According to my understanding, there is a 10% chance per day that these spawns will occur.

Now, if they are killed, does that mean there is ANOTHER 10% chance that it will respawn, or will it continue to use the previous spawn / nospawn roll, meaning if someone kills it, will it respawn 4-6 hours later if in the same day, or will it reroll the 10%?

Next, the respawn count. Its currently set to 1, which AFAIK means it will only spawn once, and if KILLED, wont come back. If I change that to -1 instead, will it infinitely respawn, with a new 10% roll every 4-6 hours? Cause that's what I want...
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AcadiusLost
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Re: Spawn Scripts and Respawning

Post by AcadiusLost »

Currently, the % chance should apply per in-game day, rolled once per day only.

So, in example:
  • day 1: failed % chance
  • day 2: made % chance, spawn point activates. PC kills spawn, respawn system checks validity, sees your -1, and rolls for how long till the spawn point repopulates. Roll is 5 IG hours, so a PC arriving 4 IG hours later sees no spawn, but one arriving 6 IG hours later encounters the respawn (unless this pushes into the next game-day, in which case another spawn % chance roll fires)
  • day 3: failed % chance
The % chance setting was buggy until the ACR update around New Years, but should now be working as described above. We could introduce another variable to provide a finer control to the random chance within each day in theory, though it's debatable what would be a good interval. At our current time compression, a game-day passes every 3 RL hours or so... I'm not sure that we want to encourage building spawns that need to repopulate multiple times within the span of just a few RL hours. Aside from farmability, this tends to strain continuity and immursion when an area that has been cleared rapidly repopulates.
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Riotnrrd
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Re: Spawn Scripts and Respawning

Post by Riotnrrd »

Perhaps I have failed to properly communicate what I want.

The old NWN1 way of calculating the % chance, was, you defined your interval, and every interval, a new % chance was rolled for that particular spawn point. So for example, I could define an interval of 8 ALFA hours and a chance of 3%, and every 8 ALFA hours, I had a 3% chance of a spawn appearing at a particular point. (so thats about a cumulative 9% chance per ALFA day per spawn point, i.e. 3 RL hours, which IMO is quite reasonable).

This gives me the level of control and variability I want.

But if I understand you correctly, the new way is, the spawn chance is only rolled once per ALFA day. That means, on day 1 where a spawn is rolled, if someone kills my spawn, and my interval is 8 ALFA hours, then 8 hours later it will definitely respawn, and again 8 ALFA hours later... right? This means a single spawn point will respawn 3 times in 3 RL hours. On the flip side, if the %chance is NOT rolled, it will never attempt to reroll, until the next day.

Wouldn't it make more sense to reroll the percent chance every interval, since you define the interval with ACR_RESPAWN_DELAY_MIN and ACR_RESPAWN_DELAY_MAX? Because it seems like, currently, the only interval that makes sense is 24 hours, since this is the only time the spawn chance is rolled.
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Teric neDhalir
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Re: Spawn Scripts and Respawning

Post by Teric neDhalir »

You can get round this by having the spawn point with 100% chance of firing and then a group script that only spawns according to the chance you define in the script.
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