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  #16  
Old 08-11-2017, 10:37 PM
Fridgecritter
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Join Date: Feb 2008
Posts: 188
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OK so I changed the script name to player.pl and it works. But it won't work as an NPC script. Super weird.
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  #17  
Old 08-11-2017, 11:03 PM
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The_Beast
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No, ENTERZONE has to be on a player.pl script. On an NPC, using a sub EVENT_ENTER is for coming within a proximity of an NPC.
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  #18  
Old 08-11-2017, 11:31 PM
Fridgecritter
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Join Date: Feb 2008
Posts: 188
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Ahh ok, well then I need a check to see if the NPC is up, for the summon part. If the NPC isn't up then it doesn't need to move them. So a group of players can kill the guardian for the server for a while until he repops, but it will keep new players from zoning in just to loot corpses still. I'll check naggy's script cause I know it does a check for the NPC.
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  #19  
Old 08-11-2017, 11:47 PM
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The_Beast
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Something I doing on mine, with a customized zone, players have to be script ported in and they will have the option to
go instance or non-instance version. Some like to be alone, others don't, lol
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  #20  
Old 08-12-2017, 12:18 AM
Fridgecritter
Hill Giant
 
Join Date: Feb 2008
Posts: 188
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After I get the server migrated to the new machine I can do a lot more with it. That sounds cool.
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  #21  
Old 08-12-2017, 04:32 AM
Kingly_Krab
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Join Date: May 2013
Location: United States
Posts: 1,589
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This isn't the best, but it'll do what you want it to do I believe. When the player zones in the script checks if NPC ID # is spawned. If it is a timer for 30 seconds is set on the player. When the timer expires, the client is moved to the NPC's current co-ordinates.

Code:
sub EVENT_ENTERZONE {
    if ($entity_list->GetNPCByNPCTypeID(#)) {
        quest::settimer("Summon", 30);
    }
}

sub EVENT_TIMER {
    if ($timer eq "Summon") {
        if ($entity_list->GetNPCByNPCTypeID(#)) {
            $client->MovePC($zoneid, $entity_list->GetNPCByNPCTypeID(#)->GetX(), $entity_list->GetNPCByNPCTypeID(#)->GetY(), $entity_list->GetNPCByNPCTypeID(#)->GetZ(), $entity_list->GetNPCByNPCTypeID(#)->GetHeading());
        }
        quest::stoptimer("Summon");
    }
}
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  #22  
Old 08-12-2017, 05:47 AM
NatedogEZ's Avatar
NatedogEZ
Developer
 
Join Date: Dec 2012
Posts: 515
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Why not just make the NPC spawn immune until that mob is killed? Have like a 30sec timer that checks if the NPC is dead it sets him attackable.
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  #23  
Old 08-12-2017, 07:10 AM
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The_Beast
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Quote:
Originally Posted by Kingly_Krab View Post
This isn't the best, but it'll do what you want it to do I believe.
I just checked this out myself. I put it in the player script in nexus for one of the scion ID's and I did indeed get
summoned. I don't need it for FC's purpose, but it gives me other ideas. Thanks to you Kingly
I am curious if something like this would be picked up as a "warp" in the db radar system. I'll check it out later.
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  #24  
Old 08-12-2017, 09:33 AM
Scorpious2k's Avatar
Scorpious2k
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Join Date: Mar 2003
Location: USA
Posts: 1,067
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Seems to me the problem is that you give players #zone. Why not just give them #peqzone instead and disable it in any zone where it causes a problem?
__________________
Maybe I should try making one of these servers...
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  #25  
Old 08-12-2017, 10:24 AM
Fridgecritter
Hill Giant
 
Join Date: Feb 2008
Posts: 188
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Yeah it's more of a fun thing than preventing any kind of cheat. I just want them to kill that dragon first as sort of a right of passage.
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  #26  
Old 08-12-2017, 10:24 AM
Fridgecritter
Hill Giant
 
Join Date: Feb 2008
Posts: 188
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That code looks simple and amazing. Thanks a ton.
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