View Full Version : Sending monsters across a map
07-13-2006, 05:11 AM
I'm trying to make a Hero Defens map ala WC3.
I tried using this:
Spawn X at X
Task X to X and Fight
I got it to work with 1 monster. Then I tried to do it with more but it stopped working. After like 4 hours of tying stuff I finaly figured out that the Task X to X and Fight command has a maximum range of only ~60 units :/. (The ~60 unit range probably has something to do with the system TQ uses for making pathing for mobs. )
Since the Quest Editor lacks a condition "When monster enters bounding volume" I can't get them to start walking to the next waypoint.
Does anyone have an idea how I can get monster that spawn across a big map?
finally discover anotherway to spawn mobs.
try this (http://perso.orange.fr/dox-it/resident_evil_alpha_3.zip)
just do it with database modification.
only need to find how to make it avaiable on a 256*256 map
hope will help
07-18-2006, 10:49 AM
I am interested in this also, i've tried everything i can think of with the limited quest editor.
Unfortunately the TASK X to X also seems buggy, sometimes it worked sometimes it didnt.
If anyone finds a good way to do this let us know.
Actually im interested in do the same sort of thing, wc3 style hero map. Would be great with rag doll.
Bit hard going for wc3 world edit triggers and custom coding to the very few trigger options in TQ :(
really think quest editor will not give you satisfaction for spawn mob.
database customisation will certainly be the solution.
five hours passed looking for an attack range trigger in many obelisk *.dbr linked files and i can't find it.
07-18-2006, 07:54 PM
I somehow managed to get a loop going once, i made it so that whenever i killed a monster, 2 more would spaw. It was working each time i killed a monster but I havnt been able to make a quest that does that again ;/
Could have been a bug that it was working i guess :(
Spawn mob works most of the time, so all we need is task X to X to work properly for a whole grouop,
I hope they add more actions and conditions though, like timers!!!!
07-19-2006, 02:01 AM
When i use the Task X to X action to make the stuff move (after an Enter Bounding Volume condition for example), I always put a marker in the second field, that i had placed in the place where i want the thing to run to (with the editor).
What you would need to do is place volumes and markers, and depending on your map, after a mob died, you start the next Task action.
Last thing, i think the Task X to X action is lmited to the region of the mob/npc/thing, not sure on that last point, but its my guess. Thats why they added the Hide/Show actions in my opinion. But as long as you have one region, it should not be a problem.
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