Zell Posted April 9, 2014 Group: Members Topic Count: 53 Topics Per Day: 0.01 Content Count: 412 Reputation: 266 Joined: 04/25/12 Last Seen: Saturday at 11:42 PM Share Posted April 9, 2014 (edited) There is a way to make a player for example: Using a Item, the item will make a fix npc (summon ?) 2 cells near of player with sprite and maybe (if possible) the functions, but the most important it's just create the npc Sprite Edited April 9, 2014 by Zell Quote Link to comment Share on other sites More sharing options...
sandbox Posted April 10, 2014 Group: Members Topic Count: 38 Topics Per Day: 0.01 Content Count: 949 Reputation: 174 Joined: 06/12/12 Last Seen: Friday at 12:25 PM Share Posted April 10, 2014 It is possible but the map should be specific only, or you would make multiple npcs. You can combine these two script commands. *disablenpc "<NPC object name>"; *enablenpc "<NPC object name>"; These two commands will disable and enable, respectively, an NPC object specified by name. The disabled NPC will disappear from sight and will no longer be triggerable in the normal way. It is not clear whether it will still be accessible through 'donpcevent' and other triggering commands, but it probably will be. You can disable even warp NPCs if you know their object names, which is an easy way to make a map only accessible through walking half the time. Then you 'enablenpc' them back. You can also use these commands to create the illusion of an NPC switching between several locations, which is often better than actually moving the NPC - create one NPC object with a visible and a hidden part to their name, make a few copies, and then disable all except one. ---------------------------------------------- *movenpc "<NPC name>",<x>,<y>{,<dir>}; This command looks like the NPCWalkToxy function,but is a little different. While NPCWalkToXY just makes the NPC 'walk' to the coordinates given (which sometimes gives problems if the path isn't a straight line without objects), this command just moves the NPC. It basically warps out and in on the current and given spot. Direction can be used to change the NPC's facing direction. Example: // This will move Bugga from to the coordinates 100,20 (if those coordinates are legit). moveNPC "Bugga",100,20; Quote Link to comment Share on other sites More sharing options...
Zell Posted April 10, 2014 Group: Members Topic Count: 53 Topics Per Day: 0.01 Content Count: 412 Reputation: 266 Joined: 04/25/12 Last Seen: Saturday at 11:42 PM Author Share Posted April 10, 2014 It's not this, but searching I found a solution. Create many duplicate's and use the command "unitwarp" Quote Link to comment Share on other sites More sharing options...
nanakiwurtz Posted April 11, 2014 Group: Members Topic Count: 81 Topics Per Day: 0.02 Content Count: 1654 Reputation: 583 Joined: 08/09/12 Last Seen: January 14, 2020 Share Posted April 11, 2014 If your player's characters reached 1000, then would it mean that you have to make 1000 of duplicate as well? I think it's not a good idea, but if it works for you, then so be it 1 Quote Link to comment Share on other sites More sharing options...
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Zell
There is a way to make a player for example:
Using a Item, the item will make a fix npc (summon ?) 2 cells near of player with sprite and maybe (if possible) the functions, but the most important it's just create the npc Sprite
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