I seem to have found part of the problem but it's kind of confusing as to WHY it's a problem.
I'm using wolves_01_90_300_00_00_a for the tag of the object. Using that it gives me "ERROR: TOO MANY INSTRUCTIONS" when it tries to spawn. But if I increase the number from 1 to 2 or more it works fine. What the crap? --;
So I looked at the script figuring there was some kind of infinite loop or something conflicting with NumCreatures being 1.
for (i=1;i<=GetLocalInt(OBJECT_SELF,"NumCreatures");i++)
That's the loop code and when you replace the get local int with the actual value it doesn't spell "infinite loop"
for (i=1;i<=1;i++)
If i is 1 then i is definitely less than or equal to 1 since 1 = 1. So it should execute the loop once then stop. Yet for some reason it's not doing that.
So then I added an if statement of my own to the script for if NumCreatures == 1. But it still screws up.
What is the deal with just spawning a single instance of a creature as opposed to two or more? I just wanted a spawner for town folk or special NPC villians. It wouldn't make sense that everyone has a twin
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I didn't see your post before I made this one. The code is identical to the default code for the mmorpg spawner script and the spawn list change I made for this particular creature is as follows:
}else if(strList == "wolves"){ // WOLVES
list_add_rear_string(OBJECT_SELF,"creature_list","100:wolf001");
return SPAWNER_LIST_CREATE_SUCCESS;
After the failure of my attempt to add a conditional to the spawner script i reverted the script to the way it was originally. I then attempted changing the for to:
for (i=0;i<*get NumCreatures*;i++)
and still have the same problem as before. With that failure I'm at a loss for what else could cause it.