Peopleperson49 Posted May 4, 2013 Group: Members Topic Count: 219 Topics Per Day: 0.05 Content Count: 1181 Reputation: 141 Joined: 01/27/12 Last Seen: April 15 Share Posted May 4, 2013 Since many script still use duplicate npcs to make them in multiple locations it prevents the use of disablenpc command cannot be used making it more difficult for servers to disable certain elements of them if they choose. There are several scripts that still use duplicates. The scripts would work exactly the same way nomatter which version you use, but one allows for more flexablity since you can use getargs with it. One example is the Ori/Elu to Carnium/Bradium Refiners use duplicate npcs. Where earlier in the document is it uses the RefinerFunc and actual npcs for each one. Should we stop using duplicate npcs for general use in scirpts (I understand that there are still times duplicates are needed) and upgrade scripts currently using it? Just a thought. Peopleperson49 Link to comment Share on other sites More sharing options...
Euphy Posted May 4, 2013 Group: Members Topic Count: 72 Topics Per Day: 0.02 Content Count: 2997 Reputation: 1132 Joined: 05/27/12 Last Seen: June 1, 2017 Share Posted May 4, 2013 it prevents the use of disablenpc command Duplicates copy the script body, not the state (enabled/disabled). You can disable the main NPC and still run duplicates from it. Should we stop using duplicate npcs for general use in scirpts Duplicates save a considerable amount of RAM by only storing one instance of a script, not hundreds (or thousands). and upgrade scripts currently using it? Not sure what you mean by this at all... Link to comment Share on other sites More sharing options...
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