Deity Posted September 21, 2013 Group: Members Topic Count: 54 Topics Per Day: 0.01 Content Count: 93 Reputation: 0 Joined: 03/04/12 Last Seen: October 23, 2016 Share Posted September 21, 2013 (edited) instance respawn point similar to battlegrounds respawn point *waitingroom2bg("<map name>",<x>,<y>,"<On Quit Event>","<On Death Event>"{,"<NPC Name>"}); <map name>,<x>,<y> refer to where the "respawn" base is, where the player group will respawn when they die. Edited September 21, 2013 by Skymomo Quote Link to comment Share on other sites More sharing options...
Euphy Posted November 14, 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 November 14, 2013 I don't see any particular uses for this that would be generally beneficial (a notable difference: Battlegrounds officially changes your respawn point; instances do not). If you someone could provide example usages, that'd be helpful. Quote Link to comment Share on other sites More sharing options...
GmOcean Posted November 27, 2013 Group: Members Topic Count: 31 Topics Per Day: 0.01 Content Count: 666 Reputation: 93 Joined: 04/27/12 Last Seen: August 17, 2015 Share Posted November 27, 2013 Well, in this case, what about the Endless Tower. Now I do understand that ET is an official instance, where when you die, you either wait to be revived or go back to your SavePoint, and then pay to re-enter. But, it would be alot easier, to just change their save point to the first floor, during the duration of the instance. Now being that ET is an official instance, this obviously wouldn't be needed.However if we are to do this, perhaps something similar to a Temp SavePoint if it's possible, one that will only activate when they are apart of an instance, or more specifically in an instanced map. This is so, if they leave the instance (still apart of the instanced party) they can die freely and return to their original spawn point and not the Instanced one. In other words, an instanced SavePoint will only work while in an instanced map (like I specified earilier..repeats xD). Example: Original Spawn Point = Prontera. Join an instance and etner it. New Temp Spawn Point = Entrance Coordinates / Instanced Mapname. Upon Death - If player dies inside an active instance: Respawn at Temp Spawn Point - If player dies outside of instance: Respawn at Orginal Spawn Point. - If player dies inside an active instance (but not apart of the instanced party - shouldn't be possible -): Respawn at Original Spawn Point As far as I can see, this would be the only practical way to do this. Otherwise, we could get errors, because if we " offcially change " their spawn point to the instanced map, if they leave the party by: /leave command, there would be no way to change their savepoint back, aside from loadmapevent and crosscheck between a stored variable to see if StoreVariable was an instanced map. At anyrate, I am all for this idea, but only if it is done right. The last thing we want to do is, do it half assed, and have people complain that their players are getting errors, because maps don't exist, because they didn't change their spawn points back to ' Prontera ' or something from the instanced map. Quote Link to comment Share on other sites More sharing options...
Cydh Posted December 1, 2013 Group: Developer Topic Count: 153 Topics Per Day: 0.03 Content Count: 2285 Reputation: 748 Joined: 06/16/12 Last Seen: February 21 Share Posted December 1, 2013 @GmOcean, like what I imagined. It's a nice idea. Anyone working/have this? Quote Link to comment Share on other sites More sharing options...
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