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View Full Version : quest::follow(ID) help..


MacLeod
01-18-2004, 03:48 AM
I'm trying to get the Langseax and similar quests working where a dog walks to someone in the zone. I tried putting the ID of the person they are supposed to walk to but the dog didn't move. Anyone know how to get this to work?

Lurker_005
01-18-2004, 05:28 AM
I don't think follow will work for this. One ided is to have 2 spawns for the dog. When the quest is triggered, depop the normal dog. Then spawn a new onw that is on a pathing grid that does what you want. Probably have the new dog wait x seconds/minutes once it reaches it's detination, then depop. The regular dog respawn should take care of it showing back up.

Trumpcard
01-18-2004, 06:09 AM
Nice idea for a new command though...

mollymillions
01-18-2004, 06:09 AM
Has anyone had any luck with quest::depop(NCPID)? I am just looking for confirmation that it works correctly (i found it disconnects the client?).

MacLeod
01-18-2004, 07:07 AM
Good idea Lurker. Taking a break, but I'll look into doing that.

Lurker_005
01-18-2004, 05:15 PM
Molly, quest::depop() does work, but I see that using an ID will not!

This is untested, but should work.
"sub depop{push(@cmd_queue,{func=>'depop'});}"
should be "sub depop{push(@cmd_queue,{func=>'depop',args=>join(',',@_)});}"


I missed testing it with a NPC id as an argument!

mollymillions
01-18-2004, 08:45 PM
Thanks.
Could we add REPOP() to repop an NPC at its spwan point after its been moved?
Also HASITEM{} was overlooked, i think (i am pretty sure its not working and not included in the parser code).
I have tried to work out how to spwan an NPC from a quest but could'nt. I couldnt work out how to make an NPC move to a particular location either.