I am not completely sure, but I get the impression the mob needs to be told to start the route after spawning.olepi wrote:I did figure out one thing about the spawned mobs not following a route. On the first invocation, the mob spawns, and follows the route into the NPC's that will kill him. Then he respawns, and does not follow the route.
The problem is that if the mob is killed before the route is finished, he won't run the route when the mob respawns. If I make the route end just in aggro range, then the mob runs the route, gets aggro, gets killed, respawns, and then runs the route again. If he gets killed before the route is finished, the mob won't run the route again when respawned.
(It's something I never completely figured out, but there is 'autostart' which I suspect to only autostart the first time, and a 'start after event x'. At the end I found the 'start after event x' more usefull, as scripts didnt start how and when I wanted to with 'autostart'. This might be the same thing.)
In R2 language:
-event: if mob spawns, then follow route x.
(Or even:
Event1: if mob dies; then mob eats at place y; and spawns.
Event2: if mob spawns, then follow route x
you might even put in a timer of 1 or 5 seconds and give a message to the GM to tell you where it is the list...)