Gizmo

Member
So here is my xml setup.

I have a xmlspawner that puts up blockers and energyfield static items and losblockers so players cant get past a area. Easy to do set up working fine. I have a spawn set up that players have to kill 4 monsters, then when the monsters die it will despawn the wall. This works great (sometimes).

I have the spawner do the following..

Sequence sub 0: Spawn 4 guys, wait till they are dead...
Sequence sub 1: Set,xmlserial/DORESET/TRUE
Sequence sub 2: SETONTHIS/DORESET/TRUE

Sometimes Sub 1 happens and shuts off the wall, other times it dosent. But it always completes sequence 0 and 2 and sometimes skips sequence 1?

Any thoughts?
 
Hmm. Could you maybe take a picture of the spawner and the props tab and share it? I'm more of a hands on problem solver and if I had a visual, I might be better able to help. :)
 
What is the XmlSerial you are resetting?
Some item you are despawning?

If you don't have the KILL count set up properly, the Xmlspawner will just cycle through everything quickly. What is the trigger for the Xmlspawner itself?
 
The kill counts are set up correctly to the same amount as the spawn.. which are set up as a group. So a group of 4 kill count is 4. I never have an issue with the spawner stopping or skipping those. Its the SET,SERIAL/DORESET/TRUE that sometimes does not fire. I also have my mindelay at 6 seconds and maxdelay at 10 seconds because at 1-2 seconds it was really missing the set,serial/doreset/true alot. im assuming its catching at the right time and not firing off the code. Strange.
 
Spawner 1, when sub 0 ends, goes to sub one and rests spawner 2, then sub 3 it shuts itself off with doreset/true
[article]
<Spawns>
<Points>
<Name>Room #1</Name>
<UniqueId>e299409f-9193-4df9-aca7-67740a5e30ab</UniqueId>
<Map>Trammel</Map>
<X>716</X>
<Y>3689</Y>
<Width>4</Width>
<Height>3</Height>
<CentreX>729</CentreX>
<CentreY>3703</CentreY>
<CentreZ>0</CentreZ>
<Range>0</Range>
<MaxCount>4</MaxCount>
<MinDelay>15</MinDelay>
<MaxDelay>20</MaxDelay>
<DelayInSec>True</DelayInSec>
<Duration>0</Duration>
<DespawnTime>0</DespawnTime>
<ProximityRange>-1</ProximityRange>
<ProximityTriggerSound>500</ProximityTriggerSound>
<TriggerProbability>1</TriggerProbability>
<InContainer>False</InContainer>
<MinRefractory>0</MinRefractory>
<MaxRefractory>0</MaxRefractory>
<TODStart>0</TODStart>
<TODEnd>0</TODEnd>
<TODMode>0</TODMode>
<KillReset>1</KillReset>
<ExternalTriggering>False</ExternalTriggering>
<SequentialSpawning>0</SequentialSpawning>
<AllowGhostTriggering>False</AllowGhostTriggering>
<AllowNPCTriggering>False</AllowNPCTriggering>
<SpawnOnTrigger>False</SpawnOnTrigger>
<SmartSpawning>False</SmartSpawning>
<TickReset>False</TickReset>
<Team>0</Team>
<Amount>1</Amount>
<IsGroup>True</IsGroup>
<IsRunning>True</IsRunning>
<IsHomeRangeRelative>True</IsHomeRangeRelative>
<Objects2>Cultist:MX=4:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1:OBJ=SET,0x40000606/DORESET/TRUE:MX=1:SB=1:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1:OBJ=SETONTHIS/DORESET/TRUE:MX=1:SB=2:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1</Objects2>
</Points>
</Spawns>
[/article]

spawner 2
[article]
<Spawns>
<Points>
<Name>Room #6 Blocker</Name>
<UniqueId>09fb0495-7ce1-482f-b07d-16e95b58ab1b</UniqueId>
<Map>Trammel</Map>
<X>729</X>
<Y>3705</Y>
<Width>0</Width>
<Height>3</Height>
<CentreX>729</CentreX>
<CentreY>3706</CentreY>
<CentreZ>0</CentreZ>
<Range>5</Range>
<MaxCount>6</MaxCount>
<MinDelay>15</MinDelay>
<MaxDelay>20</MaxDelay>
<DelayInSec>True</DelayInSec>
<Duration>0</Duration>
<DespawnTime>0</DespawnTime>
<ProximityRange>-1</ProximityRange>
<ProximityTriggerSound>500</ProximityTriggerSound>
<TriggerProbability>1</TriggerProbability>
<InContainer>False</InContainer>
<MinRefractory>0</MinRefractory>
<MaxRefractory>0</MaxRefractory>
<TODStart>0</TODStart>
<TODEnd>0</TODEnd>
<TODMode>0</TODMode>
<KillReset>1</KillReset>
<ExternalTriggering>False</ExternalTriggering>
<SequentialSpawning>0</SequentialSpawning>
<AllowGhostTriggering>False</AllowGhostTriggering>
<AllowNPCTriggering>False</AllowNPCTriggering>
<SpawnOnTrigger>False</SpawnOnTrigger>
<SmartSpawning>False</SmartSpawning>
<TickReset>False</TickReset>
<Team>0</Team>
<Amount>1</Amount>
<IsGroup>True</IsGroup>
<IsRunning>True</IsRunning>
<IsHomeRangeRelative>True</IsHomeRangeRelative>
<Objects2>Blocker/location/(716,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1:OBJ=blocker/location/(717,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1:OBJ=blocker/location/(718,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1:OBJ=static,0x3946/location/(716,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1:OBJ=static,0x3946/location/(717,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1:OBJ=static,0x3946/location/(718,3702,0):MX=1:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1:pR=-1</Objects2>
</Points>
</Spawns>
[/article]
 
Okay....

Well it tells another xmlspawner to RESET.
Yeah, I figured that it was resetting something. You don't have the first Xmlspawner set to run sequentially:
Code:
<SequentialSpawning>0</SequentialSpawning>
Change that to 1 and try it again and it looks like you need to do the same for the second Xmlspawner as well.
 

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