Sallycantdance Posted February 13, 2022 Group: Members Topic Count: 225 Topics Per Day: 0.14 Content Count: 798 Reputation: 12 Joined: 12/04/20 Last Seen: 9 hours ago Share Posted February 13, 2022 hello anyone have a moving emperium sprite ? thanks in advance Quote Link to comment Share on other sites More sharing options...
0 Rynbef Posted February 18, 2022 Group: Forum Moderator Topic Count: 48 Topics Per Day: 0.01 Content Count: 941 Reputation: 125 Joined: 05/23/12 Last Seen: Yesterday at 04:54 PM Share 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 Link to comment Share on other sites More sharing options...
0 Sallycantdance Posted February 19, 2022 Group: Members Topic Count: 225 Topics Per Day: 0.14 Content Count: 798 Reputation: 12 Joined: 12/04/20 Last Seen: 9 hours ago Author Share 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 Link to comment Share on other sites More sharing options...
0 Emistry Posted March 5, 2022 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share 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 Link to comment Share on other sites More sharing options...
0 Sallycantdance Posted March 5, 2022 Group: Members Topic Count: 225 Topics Per Day: 0.14 Content Count: 798 Reputation: 12 Joined: 12/04/20 Last Seen: 9 hours ago Author Share 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 Link to comment Share on other sites More sharing options...
0 Emistry Posted March 5, 2022 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share 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 Link to comment Share on other sites More sharing options...
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Sallycantdance
hello anyone have a moving emperium sprite ? thanks in advance
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