The SVN I use is 3CeAM based but has many features of rA that I merged myself. I went ahead and created a patch for the latest checkout of rA: mob_controller_rA_17035.patch
The only changes I made were giving the mobspawn() script command support for NPC events and spawning in instances.
Also, I tried your suggestion in the other topic and it didn't work the entire time. Sometimes the monsters would run through while other times the monster would go along and then stop.
MobCreator:
for (set .c,0; .c < 'wave_amount; set .c,.c + 1) {
if ('wave_stop)
end;
sleep 300;
set .gid,mobspawn(getmonsterinfo(.mobid['wave],0),.mobid['wave],"1@def01",50,74,instance_npcname("#Spawn Controller", instance_id())+"::OnWaveMobDead");
setmobdata .gid,8,100; // Set movement speed equal to all.
setmobdata .gid,9,1; // Set mob mode to just MD_CANMOVE.
setmobdata .gid,26,0; // Remove random walk.
unitwalk .gid,50,62;
sleep distance(50,74,50,62) * 100;
unitwalk .gid,50,49;
sleep distance(50,62,50,49) * 100;
unitwalk .gid,50,37;
sleep distance(50,49,50,37) * 100;
unitwalk .gid,50,23;
sleep distance(50,37,50,23) * 100;
}
return;