Gameobject staticspawns

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Description

Staticspawns prevent units from being unallocated when maps are shutdown. Commonly used for transports, as there is no other reason to optimize in this way unless the spawn or unit, is moving, or is on a schedule.


Additional Info

Gameobject Staticspawns are, as their name suggests, static versions of normal gameobjects, with the following attributes:


- Always visible. As soon as the map finishes loading, the object is available and can be seen from far away through the fog. No need to walk up to 40-60 yard of a massive tower for it to magically pop up.

- They do not despawn or turn invisible. Walking away from it, or having the camera collide with terrain won't hide or despawn the object.

- NPCs won't fall through. Given the object is loaded with the map, NPCs will always spawn after them, and stand on solid ground.


Using static spawns, a GM could spawn a city, dungeon or instance map, and populate it to their wishes, without having to deal with limitations such as instance limits, unwanted NPCs or objects.

Contents



SQL Structure

CREATE TABLE `gameobject_staticspawns` (
  `id` int(30) NOT NULL auto_increment,
  `entry` int(30) NOT NULL,
  `map` int(11) NOT NULL default '0',
  `x` float NOT NULL,
  `y` float NOT NULL,
  `z` float NOT NULL,
  `facing` float NOT NULL,
  `o` float NOT NULL,
  `o1` float NOT NULL,
  `o2` float NOT NULL,
  `o3` float NOT NULL,
  `state` int(11) NOT NULL default '0',
  `flags` int(30) NOT NULL default '0',
  `faction` int(11) NOT NULL default '0',
  `scale` float NOT NULL,
  `respawnNpcLink` int(11) NOT NULL default '0',
  `phase` int(10) unsigned NOT NULL default '1',
  `overrides` int(10) unsigned NOT NULL default '0',
  PRIMARY KEY  (`id`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8 COMMENT='Spawn System' AUTO_INCREMENT=1 ;
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