Nagad 1 Posted June 27, 2015 http://prntscr.com/7lt7lf Sometimes mobs spawn there (even the Ifrit). Is it possible to have a fix for this please?? Thanks Quote Share this post Link to post Share on other sites
0 evilpuncker 503 Posted June 27, 2015 if u can get the coordinates, a simple setcell cell_walkable,0; would do the trick to prevent players and mobs to spawn there Quote Share this post Link to post Share on other sites
0 Garr 117 Posted June 27, 2015 Why not just edit the map itself in browedit and remove it both server and clientside? Quote Share this post Link to post Share on other sites
0 Toshiro 2 Posted June 27, 2015 - 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. 1 jTynne reacted to this Quote Share this post Link to post Share on other sites
0 Nagad 1 Posted June 27, 2015 Thanks to everyone, I managed to edit the map with Browedit successfully Quote Share this post Link to post Share on other sites
0 jTynne 101 Posted August 23, 2015 - 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! Quote Share this post Link to post Share on other sites
0 Emistry 145 Posted August 23, 2015 - 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 ... 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 ) Quote Share this post Link to post Share on other sites
http://prntscr.com/7lt7lf
Sometimes mobs spawn there (even the Ifrit). Is it possible to have a fix for this please??
Thanks
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