This will respawn a monster to a waypoint OnDeath. Steps: 1) Create a monster in the creature wizard. 2) Remember or copy down the creatures BLUEPRINT name. (if this isn't done you may start respawning badgers instead of the intended creature). 3) Laydown a WAYPOINT and name it's tag to something - I used "littlespawner" but you may change it to whatever you like. 4) Copy this script into the OnDeath script of your creature. 5) Replace your waypoint name where it reads "littlespawner" 6) Replace your custom creature blueprint name where it reads "spec" 7) Save the script as a Save As [whatever_name_you_want_] //::********************** //::MMORPG Style Respawner //::By: Stephan Cam //:: Error Correcting by SPIKE //:: June 24, 2002 #include "NW_I0_GENERIC" void VoidCreateObject(string sTemplate, location lLoc, int bUseAppearAnimation=TRUE); void main() { location lLoca = GetLocation(GetObjectByTag ("littlespawner"));//waypoint name float fSeconds = 10.0; //monster spawn time string sTemplate = "spec";//monster name - same as initial monster - use blueprint name if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1007)); } { SetIsDestroyable(FALSE); AssignCommand(OBJECT_SELF, DelayCommand(fSeconds, VoidCreateObject(sTemplate,lLoca, TRUE))); } } void VoidCreateObject(string sTemplate, location lLoca, int bUseAppearAnimation=TRUE) { CreateObject(OBJECT_TYPE_CREATURE, sTemplate,lLoca,TRUE); SetIsDestroyable(TRUE); } //**************** I edited the script a little bit Are you tired of having 50 respawn scripts? One for each monster? Would you like to have ONE script for all monsters that you want to respawn every 10seconds, 30seconds, etc? Well here you go boys and girls All you need to do is make sure to check that the template name and the waypoint match NPC: Fred Template: fred Waypoint: WP_fred (yes, add the WP_ in front, lets keep it NWN standard Heres the script, just use it for any bad thing you want to have respawn //::********************** //::MMORPG Style Respawner //::By: Stephan Cam //:: Error Correcting by SPIKE //:: June 24, 2002 //::********************** //:: Modified by Palor //:: - Added generic strings //:: to allow for use on //:: all respawns //:: June 26, 2002 //::********************** #include "NW_I0_GENERIC" void VoidCreateObject(string sTemplate, location lLoc, int bUseAppearAnimation=TRUE); void main() { float fSeconds = 15.0; //monster spawn time string sWayPointPrefix = "WP_"; string sTag = GetTag(OBJECT_SELF); string sTemplate = GetStringLowerCase(GetTag(OBJECT_SELF)); string sCurrentWaypoint = sWayPointPrefix + sTag; location lLoca = GetLocation(GetObjectByTag (sCurrentWaypoint)); if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1007)); } { SetIsDestroyable(FALSE); AssignCommand(OBJECT_SELF, DelayCommand(fSeconds, VoidCreateObject(sTemplate,lLoca, TRUE))); } } void VoidCreateObject(string sTemplate, location lLoca, int bUseAppearAnimation=TRUE) { CreateObject(OBJECT_TYPE_CREATURE, sTemplate,lLoca,TRUE); SetIsDestroyable(TRUE); } //****************