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  #21  
Old 11-02-2012, 03:04 PM
Dunge0nMastr
Hill Giant
 
Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
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Sorry, i was showing maze what i had to do to get it to work vs $mob->SendTo, $npc->SendTo, that script was unrelated ill remove it so as to not cause confusion.

I just tested this on my server, covering greater distances tho your right chaos, in that it wont "summon" the mob, it will only force them to path to the location you send them too. SO in the case of ToV, all the dragons aggroed but they arent summoned directly on top on you, still has a similar affect IMO its just a delayed one.

this is the code i tested:
The Code For Vulak:
Code:
sub EVENT_COMBAT {
if ($combat_state == 1) {
	quest::signalwith(124103,1,0); #lord koi
	quest::signalwith(124074,1,0); #lord Kriezen
	quest::signalwith(124017,1,0); #lord Vyemm
	quest::signalwith(124008,1,0); #lord feshlak
	quest::signalwith(124077,1,0); #Lady Mir
	quest::signalwith(124076,1,0); #Lady Nev
	}
}
Then i picked a spot on the bridge, grabbed the loc, and added this to each of the 6 lords/ladies
Code:
sub EVENT_SIGNAL {
if ($signal == 1) {
	$npc->SendTo(-737.5,584.7,123.1);
	}
}
What i noticed is when its only a small distance being covered themob does appear to "port" tothe location you set up, but when you are trying to covering longer distances they pat, i would have to find out what the cut out might be or if it was simply just a visual thing, cause when i was testing on an unrelated script last night (the snippet i posted above) the mob always appeared to port to the spot i set.

Edit: NM wont let me edit my post above 8(, so sorry ahead of time if that causes any more confusion.
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