respawning mobs help

03/03/2013 16:29 GMCronus#1
i been looking for a way to spawn stuff now.

this is how i want it to work..

let's say i spawn 1 mob in a map obelix or how ever.

when you kill that this mobs will then spawn 2x it self.

oki so far so good. dios/FM/cryptic and so on np.

BUT this is my problem.. I want that again to spawn 2x it self. so kill 1 get 2 mobs (same mob all the time)

this have to go to insanity. ppl have to die. there is now way to win this war ..

is that even possible?


Trying to explain more:

i want 1 mob. to be 2 and those 2 become 4 and those 4 become 8 and so on. i want this to go on and on and on. when they kill 1. that turn into 2..
03/03/2013 17:55 TeddyBear94#2
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this is nearly the same procedure


taken from freezing mirrage
Code:
[bothmob_004, (19, 2, 604800, (19,1001))]  =  (229.43, 1, 1031.10),(1974, 1977)
	[Mob]  = (237.85,1,1022.68,5),(0, 1980, 0), 1
	[Mob]  = (221.01,1,1039.52,5),(0, 1980, 0), 1
        [Mob]  = (237.85,1,1039.52,5),(0, 1981, 0), 1
        [Mob]  = (221.01,1,1022.68,5),(0, 1981, 0), 1
        [Mob]  = (235.906,1,1039.934,5),(0, 1987, 0), 1
	[Mob]  = (234.289,1,1021.224,5),(0, 1987, 0), 1
	[Mob]  = (215.418,1,1033.76,5),(0, 1987, 0), 1
	[Mob]  = (245.028,1,1035.578,5),(0, 1987, 0), 1
	[Mob]  = (259.43,1,1031.10,5),(0, 1984, 0), 1
	[Mob]  = (199.43,1,1031.10,5),(0, 1984, 0), 1
	[Mob]  = (229.43,1,1061.10,5),(0, 1985, 0), 1
	[Mob]  = (229.43,1,1001.10,5),(0, 1985, 0), 1
	[Mob]  = (259.43,1,1061.10,5),(0, 1986, 0), 1
	[Mob]  = (259.43,1,1001.10,5),(0, 1986, 0), 1
	[Mob]  = (199.43,1,1061.10,5),(0, 1986, 0), 1
	[Mob]  = (199.43,1,1001.10,5),(0, 1986, 0), 1
Bothmob (Number RESTRICTION ===> changemobcount=15 below, mobcount=16 below, [Mob]=32 )
// [bothmob_001, (mapid, changemobcount(15 below), respawntime, (mapid,portalid))] -> portalid the 1001 from Will use!
// = (x,y,z),(mobid1, mobid2, mobid3, ... )
// [Mob(32)] = (x,y,z,radius),(mobid1, mobid2, mobid3, ... itemmobid), mobcount(16 below)
// [Mob] = (x,y,z,radius),(mobid1, mobid2, mobid3, ... itemmobid), mobcount

guess with that u can figure out some stuff like u want it to be.
just a bit brain.exe needed.
03/03/2013 20:22 ciochris#3
Teddy, you need to read the questions better I think.
I'm sorry Cronus, what you asked for is not possible.
03/03/2013 20:38 TeddyBear94#4
Quote:
Originally Posted by ciochris View Post
Teddy, you need to read the questions better I think.
I'm sorry Cronus, what you asked for is not possible.
if ur posts are that useless leave it kid and stop trolling around.
i saw something similiar to that beeing done via obelisk.ini it depends just on the set up. if i would have more time i would prewrite it but with the giving informations it is possible to do something similiar as he wants.
03/03/2013 21:36 ciochris#5
Oh yea, yours was so much more useful. Let's see what others say. Given what I know, it is not possible to do exactly what he asked.
03/03/2013 21:40 TeddyBear94#6
well its not possible to do exactly as he wants but we had a little talk in skype and got to the point to write a long spawm sequence where always spawms a new boss and with that boss are coming alot other mobs up either. to avoid ppl ignoring the boss that needs to die to spawm again u are able to set the hp of that boss to 1hp so that boss will die that easy that there is actually no way not to kill it. which keeps the spawming of new mobs and bosses up.
In conclusion something similiar to what he wants is possible.
FYI: good hint to accomplish that the mobs and the bosses should be exact the same besides the HP so ppl wont be able to see the difference.
03/03/2013 21:57 ciochris#7
It won't work, follow some sense of logic Teddy, cmon, do as you suggested and you'll see that it doesn't work.
03/03/2013 22:39 JohnHeatz#8
Quote:
Originally Posted by ciochris View Post
It won't work, follow some sense of logic Teddy, cmon, do as you suggested and you'll see that it doesn't work.
I suggest you either take your baiting to PMs or give actual constructive feedback in here, else I'll simply have to infract you for baiting and spamming a thread with useless posts.
03/03/2013 22:39 GMCronus#9
we just have to test this how much we can. if it don't work it don't but it would be so damn fun:-P
03/04/2013 00:54 JohnHeatz#10
I don't have anything written for this, but by checking on the way Dios works, it shouldn't be all that super hard to figure how to do this for another mob(s)
03/04/2013 06:12 BodySalvage#11
Chain spawning and adding mobs without limit is not possible in the Obelisk. What can be done is to chain spawn the same mob and add a secondary mob spawn with it and progress the amount as they kill em off. The down side is that there will be a main boss per spawning. If the players kill the main then the secondary mobs spawned with it would vanish and the next set would appear with their boss. Setup of this isn't too hard. FM and Haru are good examples of single to multiple chain spawns and also show how to add a third spawning after all bosses are dead in the original chain.

Here is an example of the setup needed to obtain the goal as close as possible in the Obelisk and includes a final mob spawn with no boss when all 4 main bosses are dead.
I wanted to point out something here. Notice that i agree with the post stating its not possible with my current understanding of the Obelisk setup, but rather than troll the thread I'm offering my assistance in a work-around solution. This type of reply to a thread rather then just trolling is what this community needs to see more of. IMO, the community would see more releases that help and less of watching good dev's just vanish because posting lately gets you trolled more than anything.
03/04/2013 06:47 mulletman#12
I know this isn't exactly helpful but the set up that the OP is talking about exponential mob growth till insanity(infinity is my take). Wouldn't this come at the risk of flooding the server with mobs and causing a crash from overload?

Also Couldn't the Fake Dios from Floor 1 CS be looked into? You may be able to copy some of his coding to another boss and instead of making it summon the Floor 1 Guards change the code around to summon more of itself. Or would that work at all?
03/04/2013 09:14 GMCronus#13
yes the first part is easy..

but it's the secound part that's hard.

1 mob get killed 2 pop out. np at all. but when those 2 get killed .... i have no way of getting more to pop out.. that's the problem i'm not sure off..
03/04/2013 13:04 BodySalvage#14
Quote:
Originally Posted by mulletman View Post
I know this isn't exactly helpful but the set up that the OP is talking about exponential mob growth till insanity(infinity is my take). Wouldn't this come at the risk of flooding the server with mobs and causing a crash from overload?

Also Couldn't the Fake Dios from Floor 1 CS be looked into? You may be able to copy some of his coding to another boss and instead of making it summon the Floor 1 Guards change the code around to summon more of itself. Or would that work at all?
Dios is not built in the Obelisk. Only his initial spawn is displayed and altered there, the rest of it is WLD built. With current editing abilities, its not possible to add script to a WLD.

This is Dios from the Obelisk...

Based on that data you can see that there is only 1 marker for Dios meaning all other spawning of him is done via WLD. This is also similar to Kimu who is not built in the Obelisk at all but rather is a set spawn in the WLD(timers-spawn counts)/svmap(locations) for D2.

All that being said, the only usable method of simulating what he wants is to use the above example to build the Obelisk. Infinite spawn is prevented by using set numbers for all spawn setups so the best that you can hope to do is overwhelm the players with a final spawn setup larger than they could handle.
03/04/2013 16:47 GMCronus#15
yes was about to think the same too.

mabe more then 1 boss and when that boss is hit i can spawn insanity of bosses from that 1. kind of the same even tho i wanted it to spawn more and more andmore but this works too

thanks