HristDead Posted August 21, 2012 Group: Members Topic Count: 66 Topics Per Day: 0.01 Content Count: 167 Reputation: 2 Joined: 08/01/12 Last Seen: October 9, 2019 Share Posted August 21, 2012 (edited) Thanks Emistry Edited August 21, 2012 by HristDead Quote Link to comment Share on other sites More sharing options...
Emistry Posted August 21, 2012 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2371 Joined: 10/28/11 Last Seen: Thursday at 03:04 PM Share Posted August 21, 2012 after they killed the monster.....there are alot of way to continue what you want. you can try like this.... sleep 60000; monster "2@nyd",200,345,"Nidhoggr's Shadow",2022,1,strnpcinfo(0)+"::OnMobDead"; then it will respawn after 1minutes... Quote Link to comment Share on other sites More sharing options...
HristDead Posted August 21, 2012 Group: Members Topic Count: 66 Topics Per Day: 0.01 Content Count: 167 Reputation: 2 Joined: 08/01/12 Last Seen: October 9, 2019 Author Share Posted August 21, 2012 Thanks emistry, but I only want it to spawn as soon as a player enters. my script includes some broadcasting which I've cut out since i dont think its neccesary, and as of now, nid spawns exactly when my broadcast ends and i kinda want to keep it like that. it works perfectly fine the first player/party to enter, I want it to repeat that process so when another player enters the map the same happens. sorry i hope you understand. i'm not good in explaining. Quote Link to comment Share on other sites More sharing options...
Emistry Posted August 21, 2012 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2371 Joined: 10/28/11 Last Seen: Thursday at 03:04 PM Share Posted August 21, 2012 you can simply edit ur warper to check for the monster existence.. if it is killed...then spawn a new one when they are warped... if( !mobcount( "2@nyd","drag_spawn::::OnMobDead" ) ) monster "2@nyd",200,345,"Nidhoggr's Shadow",2022,1,strnpcinfo(0)+"::OnMobDead"; warp "2@nyd",200,345; Quote Link to comment Share on other sites More sharing options...
HristDead Posted August 21, 2012 Group: Members Topic Count: 66 Topics Per Day: 0.01 Content Count: 167 Reputation: 2 Joined: 08/01/12 Last Seen: October 9, 2019 Author Share Posted August 21, 2012 you can simply edit ur warper to check for the monster existence.. if it is killed...then spawn a new one when they are warped... if( !mobcount( "2@nyd","drag_spawn::::OnMobDead" ) ) monster "2@nyd",200,345,"Nidhoggr's Shadow",2022,1,strnpcinfo(0)+"::OnMobDead"; warp "2@nyd",200,345; How about the timer? if i do it like that it won't communicate well with my broadcasting. I don't want it to spawn until "sleep2 20000;" after characters enter the map, just like this part of my script: OnInIt: sleep2 20000; monster "2@nyd",200,345,"Nidhoggr's Shadow",2022,1,strnpcinfo(0)+"::OnMobDead"; end; is that possible to imply in your script? Quote Link to comment Share on other sites More sharing options...
Emistry Posted August 21, 2012 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2371 Joined: 10/28/11 Last Seen: Thursday at 03:04 PM Share Posted August 21, 2012 hmm ? if you want to add a delay for spawn..then just add the sleep ... beside...in ur script...that sleep appear in the OnInit label...for me..it is useless...... Quote Link to comment Share on other sites More sharing options...
HristDead Posted August 21, 2012 Group: Members Topic Count: 66 Topics Per Day: 0.01 Content Count: 167 Reputation: 2 Joined: 08/01/12 Last Seen: October 9, 2019 Author Share Posted August 21, 2012 (edited) Solved! Edited August 21, 2012 by HristDead Quote Link to comment Share on other sites More sharing options...
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Thanks Emistry
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