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Deleting realm guards and making custom mobs go?

PostPosted: Mon Jun 04, 2007 7:18 am
by itchybob
Hi all

Our server has now been up for a month and we are up to 35 players

We are encountering a few small probs though in the form that the dungeons are all empty. Now I can fill with mobs useing the /mob create function and changing their models,agro, range etc. But for some reason when players walk in they just ignore them. so is there a tool like "/mob save" or something like that that would make it go?

The other thing we cant seem to figure out is how does one delete realm guards?

they seem to be subject to the /mob command list (/mob die) but not the /mob remove?

Thanks

PostPosted: Mon Jun 04, 2007 7:22 am
by Etaew
If you want them gone from keeps, remove them from keepposition, this is the template where it loads from components.

PostPosted: Mon Jun 04, 2007 7:24 am
by itchybob
hmmm

Say though we wanted some keeps to have more realm guards than others? is this possible?

PostPosted: Mon Jun 04, 2007 7:31 am
by Etaew
Yes, by creating them without targeting a keep component, so it's loaded from the mob database instead of the keepposition table.

You can have both.

PostPosted: Tue Jun 05, 2007 5:57 am
by itchybob
ahh.. Thanks Etaew I figured that out :)

But still for some reason when we try populate the dungeons with crits.
We make the crits we set their aggro and everything but they seem to ingore players...what are we doing wrong or forgetting?

PostPosted: Tue Jun 05, 2007 8:38 am
by Etaew
You've encountered the bug I created in my last SVN, oh fine ;-) guess I'll commit the fix.