View Full Version : [SOLVED] Spawntimes messed up?

07-13-2014, 12:43 AM
I'm trying to reduce the spawntime of certain mobs. They're rank 2 (rare elite).

I've updated creature.spawntimesecs to be 5 seconds for that creature.
worldserver.conf Corpse.Decay.RAREELITE is set to 30 seconds.

So according to the tc2 wiki it should be 35 seconds (20 if the player loots the creature).
However, npcinfo reveals this;

It's not just visual, I've waited over 10 minutes (the default respawn time for rare elites) and they're not coming back.

Any ideas? Cheers.

Edit: Further investigation into character.creature_respawn has the respawn time set to 1405212355 (Sun, 13 Jul 2014 00:45:55 GMT) when I killed the creature at 01:45 GMT, an hour behind. My realm is set to development time and the clock in game is showing the correct time... I'm stumped.

Edit2: This only happens when the creature is looted, if the creature is left alone it will respawn by itself in 35 seconds. However if it's looted it will bug out and set its respawn time to an hour ago.

07-13-2014, 06:54 AM

07-13-2014, 02:50 PM
you should've fixed place as well help others having the same problem.

07-13-2014, 02:55 PM
Creature.cpp @2290
- m_respawnTime = m_corpseRemoveTime + m_respawnTime;
+ m_respawnTime = m_corpseRemoveTime + m_respawnDelay;

Won't be an issue if you're using an up to date trinity revision.

07-13-2014, 05:32 PM
Awesome, marking this as solved then =]