Thor Volcano Dungeon 3 - Black hidden area

Nagad

New member
Messages
109
Points
0
http://prntscr.com/7lt7lf

Sometimes mobs spawn there (even the Ifrit). Is it possible to have a fix for this please??

Thanks
default_smile.png


 
if u can get the coordinates, a simple setcell cell_walkable,0; would do the trick to prevent players and mobs to spawn there

 
Why not just edit the map itself in browedit and remove it both server and clientside?

 
- script InitConfig -1,{OnInit: setcell "thor_v03",1,1,3,105,cell_walkable,0; killmonsterall "thor_v03";}
That's what I used on my server in the past. The killmonsterall call is necessarry, because monsters might have already been loaded before this particular script was loaded.

 
- script InitConfig -1,{OnInit: setcell "thor_v03",1,1,3,105,cell_walkable,0; killmonsterall "thor_v03";}
That's what I used on my server in the past. The killmonsterall call is necessarry, because monsters might have already been loaded before this particular script was loaded.
Thank you for sharing this; absolutely brilliant quick-fix solution!

 
- script InitConfig -1,{OnInit: setcell "thor_v03",1,1,3,105,cell_walkable,0; killmonsterall "thor_v03";}
That's what I used on my server in the past. The killmonsterall call is necessarry, because monsters might have already been loaded before this particular script was loaded.
well, this trick is actually, ....... quite USELESS ... 
default_mellow.png


Why ?

Because when the server reload / startup .. all monster coordinate spawn are randomized. 

Yes , you couldn't refrain it from spawn on that hidden area at the starting, but how about next time when it respawn again ?

Overlooked the cell updating line.

Your possible solutions :

  • update your mapcache  after you remove that hidden part from your map files. ( ideal )
  • limit the spawn location / area of monsters.
  • set a script / auto kill the monster every few hours or detected the monster appear in hidden area. ( bad practice )

 
Last edited by a moderator:
Back
Top