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I am using various spawn2 entries that act as location markers for quest mechanics. In this case, when a mob dies, I randomly pick one of the chest anchors and spawn a chest. I have many anchors, so it clutters up the MacroQuest map. These spawns are invisible and serve no use to the client. It would be nice if there was some flag (maybe on npc_type?) that would indicate to the server to omit sending any information about it's existence at all (think like some kind of GM-hide status or flag on the spawn).
This would also be very useful for anyone wanting to implement scavenger-hunt type events, where a trigger needs to be 100% hidden from the client.
Thanks
The text was updated successfully, but these errors were encountered:
I'm avoiding using hard-coded coords in the script. It's much easier and more manageable in my ecosystem to use spawngroups and spawn2s. It also allows me perl/lua access to convenient functions. This isn't an "on enter" mechanic, either. They are simply a collection of possible places where I can spawn a chest when a mob in proximity is killed.
I am using various spawn2 entries that act as location markers for quest mechanics. In this case, when a mob dies, I randomly pick one of the chest anchors and spawn a chest. I have many anchors, so it clutters up the MacroQuest map. These spawns are invisible and serve no use to the client. It would be nice if there was some flag (maybe on npc_type?) that would indicate to the server to omit sending any information about it's existence at all (think like some kind of GM-hide status or flag on the spawn).
This would also be very useful for anyone wanting to implement scavenger-hunt type events, where a trigger needs to be 100% hidden from the client.
Thanks
The text was updated successfully, but these errors were encountered: