Difference between revisions of "Patrol Spawns (Game Mechanics)"
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NPC patrols are groupings of npcs that will path around certain points in cities and certain Points of Interest. Patrols consist of same social groupings npcs that will stick with one another. Patrol points in SWG follow a number of routes which can be observed through the use of the /find command. Every patrol path in cities is drawn out along a number of nodes that these npcs use to navigate around. To observe the nodes, the /find command can be used to draw a line through each of these points. NPC paths will always match these node points. | NPC patrols are groupings of npcs that will path around certain points in cities and certain Points of Interest. Patrols consist of same social groupings npcs that will stick with one another. Patrol points in SWG follow a number of routes which can be observed through the use of the /find command. Every patrol path in cities is drawn out along a number of nodes that these npcs use to navigate around. To observe the nodes, the /find command can be used to draw a line through each of these points. NPC paths will always match these node points. | ||
− | Patrols spawning behavior is very similar to the way other town spawn in that they utilize region lists. Certain types of npcs are selected for patrols and patrols only occur in certain areas of the game world. When killed or initially spawning, Patrols also respawn from particular node points which run across their pathing lines. Patrols differ from other spawn types in that they appear to be their own spawn objects. It was observed on the nge that when a player moves beyond the 128 meter range from a patrol, the patrol is removed from the game world if no other players are present in range to maintain it. If the player returns within range then the patrol will respawn at its last known location before it despawned and the patrol will resume a pathing course. This presumably is an indicator that patrol locations are kept in memory by the server as spawn objects. | + | Patrols spawning behavior is very similar to the way other town spawn in that they utilize region lists and spawn size variables. Certain types of npcs are selected for patrols and patrols only occur in certain areas of the game world. Patrol sizes can range anywhere between 1 and 5 npcs. When killed or initially spawning, Patrols also respawn from particular node points which run across their pathing lines. Patrols differ from other spawn types in that they appear to be their own spawn objects. It was observed on the nge that when a player moves beyond the 128 meter range from a patrol and 30 seconds elapses, the patrol is removed from the game world if no other players are present in range to maintain it. If the player returns within range then the patrol will respawn (without any type of delay) at its last known location before it despawned and the patrol will resume a pathing course. This presumably is an indicator that patrol locations are kept in memory by the server as spawn objects. |
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+ | == Patrol Locations == | ||
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+ | * [[Corellia Patrol Spawns (Game Mechanics)|Corellia]] | ||
+ | * [[Dantooine Patrol Spawns (Game Mechanics)|Dantooine]] | ||
+ | * [[Dathomir Patrol Spawns (Game Mechanics)|Dathomir]] | ||
+ | * [[Endor Patrol Spawns (Game Mechanics)|Endor]] | ||
+ | * [[Lok Patrol Spawns (Game Mechanics)|Lok]] | ||
+ | * [[Naboo Patrol Spawns (Game Mechanics)|Naboo]] | ||
+ | * [[Rori Patrol Spawns (Game Mechanics)|Rori]] | ||
+ | * [[Talus Patrol Spawns (Game Mechanics)|Talus]] | ||
+ | * [[Tatooine Patrol Spawns (Game Mechanics)|Tatooine]] | ||
+ | * [[Yavin IV Patrol Spawns (Game Mechanics)|Yavin IV]] | ||
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==Source References== | ==Source References== |
Latest revision as of 20:01, 12 August 2009
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Game Mechanics - Mechanics Category
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Game MechanicsNPC patrols are groupings of npcs that will path around certain points in cities and certain Points of Interest. Patrols consist of same social groupings npcs that will stick with one another. Patrol points in SWG follow a number of routes which can be observed through the use of the /find command. Every patrol path in cities is drawn out along a number of nodes that these npcs use to navigate around. To observe the nodes, the /find command can be used to draw a line through each of these points. NPC paths will always match these node points. Patrols spawning behavior is very similar to the way other town spawn in that they utilize region lists and spawn size variables. Certain types of npcs are selected for patrols and patrols only occur in certain areas of the game world. Patrol sizes can range anywhere between 1 and 5 npcs. When killed or initially spawning, Patrols also respawn from particular node points which run across their pathing lines. Patrols differ from other spawn types in that they appear to be their own spawn objects. It was observed on the nge that when a player moves beyond the 128 meter range from a patrol and 30 seconds elapses, the patrol is removed from the game world if no other players are present in range to maintain it. If the player returns within range then the patrol will respawn (without any type of delay) at its last known location before it despawned and the patrol will resume a pathing course. This presumably is an indicator that patrol locations are kept in memory by the server as spawn objects.
Patrol Locations
Source References
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