Thread: quest/waypoints
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Old 02-27-2004, 11:47 PM
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Scorpious2k
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Join Date: Mar 2003
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Default Re: quest/waypoints

Quote:
Originally Posted by Shadow-Wolf
well i was thinking up some quests to put on my server and i am wondering if it would be possible to add a quest function that makes npcs follow a grid AFTER the required items/text/etc. has been done, or maybe a waypoint type that doesn't acctivate until it is told to in a quest file..
Interesting that you should mention this. Its on my quest command wish list. Here are the commands I would like to see added:

start(<gridid>,<waypoint>) - puts mob on a grid at a specific wp and starts it moving
pause(<time>) - causes mob to pause at the place where it is (does not have to be a wp) for time specified
halt(<time>) - stops mob from moving if time > 0 halt occurs after that time
resume(<time>) - causes mob to continue (after halt) if time > 0 the resume occurs after the wait for that time
moveto(<x>,<y>,<z>,<time>) - mob moves to x,y,z position (overrides grid) pauses for time - generates event_wp when it gets there
opendoor(<doorid>,<locked>) - causes specified door to open. locked is 1/0 and specifies if door can be opened if locked
facetarget() - makes npc turn and face target
signal(<npcid>) - generates a new event called event_signal for the specified npc (lets one npc signal another) you could use quest globals to pass information to it
zsignal(<npcid>,<zone>) - like signal above, but signals npc in another zone

I think that's everything on my wish list... I'm sure I forgot something
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