Hay Tinkerer,

It could be my misunderstanding the of how this is handled.

With my issue. After revisiting the level and the creatures respawning we now have a pile of dead monsters copse everywhere. Takes away from the environment, they don't seem to disappear even reading that the way I spawned them in my script, makes the corpse temporary and it should disappear after some time I guess. But its in no way fast enough or seems to even ever happen in testing...

so I need a trigger at the front door to deal with this.
Off-stage I guess will work... I just don't want to see that and the PC has already looted them.

CharacterLaunchIterator looks sway outside my scripting level.

In nwn we had a script that would call on Onenter, or Onexit. Great place to fire a cleanup script. To remove junk players drop and any corpses. If you return to the level later on. The monsters have respawned. But their not standing in a corpse of themselves ...

I need to add context I think.
I have an ecosystem type mod. I can reuse a lot of areas, so there is maintenance that need done on each area , like cleaning the last run through that dungeon. Re-setting the chests and loot.

Also, there are effects on the corpses that are very distracting.

You would thing the corpse type on the object would handle this? What's the logic in the type of container, as compared to the ability to "de-spawn" " off-stage" a looted corpse?

dose not compute...

Last edited by Detect; 01/03/18 01:27 AM.