Sallycantdance Posted February 13, 2022 Posted February 13, 2022 hello anyone have a moving emperium sprite ? thanks in advance Quote
0 Rynbef Posted February 18, 2022 Posted February 18, 2022 @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~ 1 Quote
0 Sallycantdance Posted February 19, 2022 Author Posted February 19, 2022 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 Quote
0 Emistry Posted March 5, 2022 Posted March 5, 2022 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. Quote
0 Sallycantdance Posted March 5, 2022 Author Posted March 5, 2022 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 Quote
0 Emistry Posted March 5, 2022 Posted March 5, 2022 (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 March 5, 2022 by Emistry Quote
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Sallycantdance
hello anyone have a moving emperium sprite ? thanks in advance
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