Aslong as you enter the 200m radius on foot the loot should spawn almost immediately, I like getting out of the vehicle at 190m and standing for a minute to check the area before driving to the building I want to raid. As for the loot having to disappear I couldn't answer for sure.
Yes, you need to drop it at least 10 meters away from the loot spot. You then have to wait outside the loot spot [30 meters again] for a little bit of time, and then it should respawn something different. This technique is known as 'loot farming'. It is time consuming if you want constant good results, but is a good way to acquire gear without having to travel across the map.
Aggro a zombie or two into the building, kill them, place all the useless loot on the bodies and hide them, some players frown on this method (farming) but if there is only trash what else are you supposed to do??
Let's say I am using a tmux window with 4 panes (like the example in this question. Now I change some environment variable and I want the new value to be recognized in all 4 panes. Is there a simple way to respawn all 4 panes with one command?
I'm not sure why I didn't mention this when the question was originally asked, but as an orthogonal answer, the use case in this question is one of the main reason why I switched to the fish shell a few years ago.
and that was also confirmed at my first attempt where i tried an assault at front door with 20+ thralls, once i broke the second double door and my chracter was able to enter inner perimiter castle, spawn of npc has stopped outside at first front gate, but still inner perimiter thalls were spawning (but i would recommend to nobody to try to assault by front door) as my conclusion after first attempt was i need to find a other way that give less losses to my army.
thank you so much i was a little bit desesperate in trying help the community, and yes a game need to be explored, and a raid need observation and try and defeat is part of a raid. it why victory is so precious.
honestly the siege is one of the few good elements of this chapter 3, and they did a real try to balance it (which mean will be piece of cake for pvp players used to raid, and hard for pve players that will need to explore the raid mechanism (but in doing that they will discover some aspects of the game they probably never explored and do progress on raiding )
there is two hand of war, one in the upper room (this one is the final boss), but there is also one hand of war at first floor, may be this one stop the inner courtyard spawn when killed (i never tried as i simply climb to final boss)
but still i kill nearly all guard as i loot fully this castle with what interest me (except the first floor where there is nothing i am interested by), but in inner courtyard there is a legendary weapons, 4 bombs, and 2 battering ram, and I kill inner guard for that each time.
and well they gave the choice, eirther you do the ninja guy, either you do the barbarian going to the strongest defense point. and well if bored with this two gamplay you can also do a god that will simply nuke the whole castle.
Entering the same Class Selector after manually respawning does not assign the class/inventory etc to the player. It does work again if I enter a different class then come back just not the same class twice in a row.
Create a class with the Class Designer and corresponding Class Selector device. (You can make multiple Selectors and the error still occurs as long as it points to the same class.)
Enter the Selector - you should get assigned a class with proper inv/stats etc.
Manually respawn via ESC - Respawn button.
Enter Class Selector of the same class - it can be a different selector as long as it is the same class.
Sorry not good news. The problem still exists but seems to be random. I initially thought it was only 1 class (heavy assault) during a test over the weekend just gone. I deleted the class selector object that the player walks into and replaced, I did the same with that particular class defining object as well. Same result but 50% of the time it works. Then I get told by another tester that they had the same issue with a different class selector (scout) as well. I am going to rethink having classes and look to methods of encouraging certain loadout selections instead.
Im also having a similiar issue where im making a search and destroy map players only have 1 respawn but when you pick a class from the ui or run over the selector nothing happens only grants items on respawn although i have adjusted the settings otherwise honestly tried them every which say nothing seems to work tried mutator zones the whole 9 yards
Monsters do respawn on the ps3 version. If you clear out one "area" then go clean out 4 more areas you can come back to the area you started in and the monsters will have repopulated. I dont think this works on pc but ive done it hundreds of times on the ps3 especially to farm ubers.
The last thing I did before I went to bed last night was complete my first Chthonic Rift. I have now sat back down to resume playing for this evening, in exactly the same game session, and I believe a new Chthonic Rift has spawned in exactly the same spot as the previous one I entered.
I would think that, if so, this would allow for farming within the same game session. Something that I find quite unusual. Personally, the way I approach playing Grim Dawn, being Single-Pass, if this Rift is in fact a respawn from my previously cleared one, I do not want to enter it.
It is the same rift. They are one way rifts, so it may appear as if it is gone after you go through it, as you need to find a different rift to exit. The entrance/exit randomly generates when you start a game session, but it will remain that location for the entire session. It will not disappear and/or respawn.
That said, there are in principle only three rifts in the game, with two of them having random spawn locations (per session) in their respective area, the third is BoC, which has a fixed location.
However, when entering a rift, you are teleported to a random starting location of the respective rift map.
Playable ai for mp skrimish there are two teams each team enters in planes and dogfight with eachother. But i dont want them respawn immediately i want them to wait eachother until the group unit count reaches 0.Then the team respawns.
I am assuming he likes to play scenarios with a few friends or use the AI if friends are not on. I prefer to play this way only with a few friends and have the ability to teamswitch into different AI depending on the need of the mission.
The playable units will never die only go unconscious the mission will end if all the playable units are unconscious I called it last man standing mode as long as one playable units is conscious everyone else can get revived.
The playable is units will never die only go unconscious the mission will end if all the playable units are unconscious I called it last man standing mode as long as one playable units is conscious everyone else can get revived.
Since i cant respawn in sp i use mp where i can respawn alongside with the playable ais.I checked the respawn in waves and set the deal 30 but the ais dosent respawn at the same time,I tried scripting with eventhandler that would delay until the group count reaches 0.So if i die and one of my teammate is alive i can respawn again i want that if one of my teammates die they have to wait until everyone is dead and then the group respawns.
I personally don't think you can set up playable units that way .Only non playable AI spawn in a group but perhaps somebody smarter than me can figure that out. Why not just use teamswitch and set it up how you want only one life multiple life's or like I did only going unconscious and never die. That's the beauty about arma you can play it how you want it. The only problem is knowing how to implement what you want lol.
Just curious do you know what Jebus script is. It's a respawning script that I use it has a lot of functionality including saving waypoints. Setup a group of AI get the script to work for you then male them all playable to see what happens. You when you die go into spectator mode until all the units die then maybe all the playable units my spawn back. I'm just curious to see if that will work.
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