Difference between revisions of "Script Commands Documentation"

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(Created page with "Notes on savespawners/loadspawners commands<br> in order for a spawner to save to the savespawners file, you need to make sure its a unique template name. savespawners will ne...")
 
 
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back to [[Project Phoenix#Script_Commands]]<br>
 
Notes on savespawners/loadspawners commands<br>
 
Notes on savespawners/loadspawners commands<br>
 
in order for a spawner to save to the savespawners file, you need to make sure its a unique template name. savespawners will never save any spawner that has the spawner template id. The reason is, a saved template has all the table data and information in the initializer. Make sure you use a good naming convention to help assit you. To do this just name your spawner in the user intrface on the config tab.
 
in order for a spawner to save to the savespawners file, you need to make sure its a unique template name. savespawners will never save any spawner that has the spawner template id. The reason is, a saved template has all the table data and information in the initializer. Make sure you use a good naming convention to help assit you. To do this just name your spawner in the user intrface on the config tab.

Latest revision as of 13:42, 20 June 2018

back to Project Phoenix#Script_Commands
Notes on savespawners/loadspawners commands
in order for a spawner to save to the savespawners file, you need to make sure its a unique template name. savespawners will never save any spawner that has the spawner template id. The reason is, a saved template has all the table data and information in the initializer. Make sure you use a good naming convention to help assit you. To do this just name your spawner in the user intrface on the config tab.

Command Name Description
respawnall will tell every spawner thats not sequential to respawn
sleepall will tell every spawner in the region thats not sequential to goto sleep (cycle save mode)
wakeupall will tell every spawner in the region thats sleeping to wakeup
savespawners this will save a list of current spawners in the region and put it into /data/spawners/<regionname>.xml
loadspawners loads spawners from the /data/world_objects/<regionname>.xml for the current region
editfaction allows you to edit the faction on another player
lockdown sets the weight of a object to -1 for quick lockdown
props allows you to edit a weapon/armor/shield and or equipment of choice, change its properties and script the xml file for it.
permanent this will toggle a object in the world as a permanent allowing the savepermanentobjects to save the backup for it.
savepermanentobjects Alternative way to save permanent objects in your game, saves in /data/world_objects/<regionname>.xml
loadpermanentobjects loads objects from the /data/world_objects/<regionname>.xml for the current region