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DBEditor:MigrateZone

Revision as of 19:17, 10 February 2012 by John adams (talk | contribs) (Created page with "'''DBEditor - Migrate Zone''' The Migrate Zone script is meant as a ''controlled'' method of populating a zone, versus throwing everything the Parser has into it. For instance i...")
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DBEditor - Migrate Zone

The Migrate Zone script is meant as a controlled method of populating a zone, versus throwing everything the Parser has into it. For instance if we spawned our world using just PacketParser -populate eq2world, the outcome might look something like this --

DBE Admin4a.jpg


Yowza, huh? Besides there being thousands of unnecessary spawns of a single type, there are probably thousands of every type, because the Collector is not picky about what it collects. This is what the tainted sapswill invaders records look like in the Migrate Zone script, before they are popped --

DBE Admin4b.jpg


If you think that's ugly, you should see Antonica... But anyway, we chose to pop our zones in a more controlled manner that does not end up with us crashing our clients, or unable to maneuver the zone at 0fps.


Spawn This

Instead, we'll select individual Sapswills from that god-awful list and pop only the dozen or so we need, basesd on their x,y,z coordinates. You do not have to be precise, because you can pick them up and move them once they are in-game. For our example, we'll pop just 1 lonely sapswill.

DBE Admin4c.jpg

Here, we're picking a single spawn location that is near where our character is standing in the zone (I did a /loc, then searched for nearby coordinates). Since I just want this ONE SINGLE record, I will click "Spawn This", and the script will insert a new spawn record (if it doesn't already exist), and place the spawn at the location defined.

Doing a quick

/reload spawns

shows us our results.

DBE Admin4d.jpg

Now isn't that much nicer?


Spawn These

The Spawn Theseoption merely takes the current spawn ID and every one of it's spawn placements, and loops through the whole batch spawning them all just as they were in the Raw Data. This is helpful if you know there are minimal duplicates in your spawn (like objects, doors, signs, etc) and you just want to pop them as-is.


I usually use Spawn These for all Groundspawns, because I like to see patterns in how they are spawning in order to make Spawn Templates out of them to make my job easier.