Jump to content
  • 0

Question

5 answers to this question

Recommended Posts

  • 0
Posted

@chadnessU can do it like u able to use unitwalk(GID,X, Y, strnpcinfo(3)+"::MobArrived01"); After spawning add this. Don't forget to store the GID of the mob at spawn. If the mob arrived the Event MobArrived01 will triggerd. U can add small randomize sleep to keep it randomly. So u have ur moving emperium with just Script changes.

 

For more clarity take a look at the "Monster/Poring Race"

 

Rynbef~

  • Like 1
  • 0
Posted
2 hours ago, Rynbef said:

@chadnessU can do it like u able to use unitwalk(GID,X, Y, strnpcinfo(3)+"::MobArrived01"); After spawning add this. Don't forget to store the GID of the mob at spawn. If the mob arrived the Event MobArrived01 will triggerd. U can add small randomize sleep to keep it randomly. So u have ur moving emperium with just Script changes.

 

For more clarity take a look at the "Monster/Poring Race"

 

Rynbef~

thanks ill try it later 

  • 0
Posted

if you just want the Emperium to walk around randomly, just set the monster mode to be walkable, there is no need to use additional npc script to control the movement unless u want a specific walking patterns/behaviours.

  • 0
Posted
14 minutes ago, Emistry said:

if you just want the Emperium to walk around randomly, just set the monster mode to be walkable, there is no need to use additional npc script to control the movement unless u want a specific walking patterns/behaviours.

hello what i mean is the emperium is rotating but in the permanent place

  • 0
Posted (edited)
7 minutes ago, GM Winter said:

hello what i mean is the emperium is rotating but in the permanent place

that's how the monster sprite work, if you want to remove the rotation, you have to remove the animation from the act file.

download the ACT Editor, open the Emperium ACT file, then remove the animation, save it, and put it in your GRF to override the existing ACT file.

 

if you want it to walk around, then follow what has been mentioned in previous post.

Emperium by default, doesn't walk, it has no walking mode set to it.

Edited by Emistry

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...