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Barricade wall


angelwarrior

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I want make a room with one mvp. When people kill mvp the barricade dissapear, because i want make a warp behind barricades. If that is not possible, put the barricade as wall behind mvp:

 

 

 

players fighting with Mvp------ wall------warp ( it can teleport you to other map)

 

 

Sorry for my english.

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You can use these commands to create/remove invisible walls and spawn barricades on them and kill the barricades later.

*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";
*delwall "<name>";

Creates an invisible wall, an array of "setcell" starting from x,y and doing a
line of the given size in the given direction. The difference with setcell is
this one update client part too to avoid the glitch problem. Directions are the 
same as NPC sprite facing directions: 0=north, 1=northwest, 2=west, etc.

Then you can use

areamobuseskill "<map name>",<x>,<y>,<range>,1905,"NPC_INVINCIBLE",1,0,0,0,0;

This is not the best practice for making barricades invincible. But who cares? Players can't pass the wall if the MVP is alive and killing the barricades is going to take them long time that they will get killed by the MVP first.

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You can use these commands to create/remove invisible walls and spawn barricades on them and kill the barricades later.

*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";
*delwall "<name>";

Creates an invisible wall, an array of "setcell" starting from x,y and doing a
line of the given size in the given direction. The difference with setcell is
this one update client part too to avoid the glitch problem. Directions are the 
same as NPC sprite facing directions: 0=north, 1=northwest, 2=west, etc.

Then you can use

areamobuseskill "<map name>",<x>,<y>,<range>,1905,"NPC_INVINCIBLE",1,0,0,0,0;

This is not the best practice for making barricades invincible. But who cares? Players can't pass the wall if the MVP is alive and killing the barricades is going to take them long time that they will get killed by the MVP first.

I should to make a npc and inside him i put this script? how i can activate it?

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setcell "koe",18,24,24,18,cell_walkable,0; //not walkable
setcell "koe",18,24,24,18,cell_walkable,1; //becomes walkable

Set cell_walkable to 1 only when the boss dies.

OnInit:
	setcell "koe",18,24,24,18,cell_walkable,0;
end;

OnMVPDead:
	setcell "koe",18,24,24,18,cell_walkable,1;
end;

Just spawn monster

monster "this",0,0,"Poring",1002,1,strnpcinfo(0)+"::OnMVPDead";

So when they kill that monster, it will trigger the OnMVPDead event and it will make the cell walkable.

Edited by PandaLovesHamster
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insted of adding barricade why not add a condition for the warper ? the idea is the warper block a player if MVP still alive if the MVP already die the Warper will be allow a player to warp to the next map or coordinates ?

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insted of adding barricade why not add a condition for the warper ? the idea is the warper block a player if MVP still alive if the MVP already die the Warper will be allow a player to warp to the next map or coordinates ?

Indeed, this can be done by using mobcount.

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