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Re: .rift loc spawns

Posted: Wed Jan 14, 2015 5:57 pm
by Cyrcle
[quote="Cyrcle"][quote="John Adams"]
There is a GM command .chunk set safe that any Purple or Red name should be able to execute to set new safe coords at their current position.
[/quote]
Did not know this was a thing. I will have to go around and try it out.

Edit: Does not set the new location to the .rift chunkid like I thought it would.

Changed Magi Hold (id 24) safe location to -26849, 1287, 3088 from 10453, -30762, 6199 [rotation 41][/quote]
Works on server restart.

Re: .rift loc spawns

Posted: Sat Jan 30, 2016 12:29 pm
by Moldew
Bringing this back to ask if this is something we want to look into again.

Re: .rift loc spawns

Posted: Thu Feb 04, 2016 4:08 pm
by Xinux
Bring what back? The command works fine it changes the safe loc for a chunk but it does not go in to effect till the server has been restarted.

Re: .rift loc spawns

Posted: Thu Feb 04, 2016 6:56 pm
by Moldew
Maybe easy to fix, but my question was whether someone(s) has actually done this - there were several chunks that had weird locs and/or crash per Meemers. If we don't care, fine - we shouldn't consider it a bug then.

Re: .rift loc spawns

Posted: Thu Feb 04, 2016 7:13 pm
by Xinux
Nope no one has done them specifically i usually set it when i'm rifting around and run across a weird one.

Re: .rift loc spawns

Posted: Thu Feb 04, 2016 7:48 pm
by Jakkal
Should I add this to the directives for Content Designers? Shouldn't be a problem for us to change them if necessary.

Re: .rift loc spawns

Posted: Thu Feb 04, 2016 8:32 pm
by Xinux
Sure ideally we want the safe point to be be next to a res stone.

Re: .rift loc spawns

Posted: Thu Feb 04, 2016 9:01 pm
by Moldew
Yeah, sounds like a good idea. I can help Saturday.

Re: .rift loc spawns

Posted: Fri Feb 05, 2016 11:42 am
by Jakkal
I'll post this as a directive when I have time to go through the thread and write up the instructions. Unless Content Designers would like to take the initiative and go ahead with it.

Re: .rift loc spawns

Posted: Fri Feb 05, 2016 7:36 pm
by Moldew
Evac is going to be different code/locs, is that correct?