Jump to content
  • 0

unitwalk


a91323

Question


  • Group:  Members
  • Topic Count:  15
  • Topics Per Day:  0.00
  • Content Count:  99
  • Reputation:   10
  • Joined:  01/13/12
  • Last Seen:  

Idea:

https://www.youtube.com/watch?feature=player_embedded&v=sDOsByQ9VTs

 

mob control

		set .@gid,bg_monster(1,"map",149,180,"波利",1002,"");
		unitwalk .@gid,167,180;

When x very far away

monster no walk

who can tell my why ?

 

Link to comment
Share on other sites

3 answers to this question

Recommended Posts

  • 0

  • Group:  Members
  • Topic Count:  18
  • Topics Per Day:  0.01
  • Content Count:  154
  • Reputation:   6
  • Joined:  10/14/17
  • Last Seen:  

few year later,

 

i can only move monsters 1 at a time? ? 

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  6
  • Topics Per Day:  0.00
  • Content Count:  147
  • Reputation:   10
  • Joined:  12/03/18
  • Last Seen:  

On 12/1/2014 at 5:53 PM, a91323 said:

Idea:

https://www.youtube.com/watch?feature=player_embedded&v=sDOsByQ9VTs

 

mob control

		set .@gid,bg_monster(1,"map",149,180,"波利",1002,"");
		unitwalk .@gid,167,180;

When x very far away

monster no walk

who can tell my why ?

 

Replying to the old thread, and also creating something with this, it seems that all of my readings led me to the conclusion that there is a range limit for monsters. If the coordinates are too far away, you can't really make them walk very long unless you create a loop to do the job which may not be flexible.
 

Edited by PsyOps
Link to comment
Share on other sites


  • Group:  Members
  • Topic Count:  14
  • Topics Per Day:  0.00
  • Content Count:  104
  • Reputation:   27
  • Joined:  12/05/13
  • Last Seen:  

As stated in the script_commands.txt file:

 

 

*unitwalk <GID>,<x>,<y>;
*unitwalk <GID>,<Target ID>;

This command will tell a <GID> to walk to a position, defined either as a set of
coordinates or another object. The command returns a 1 for success and 0 upon failure.

If coordinates are passed, the <GID> will walk to the given x,y coordinates on the
unit's current map. While there is no way to move across an entire map with 1 command
use, this could be used in a loop to move long distances.

 

 

It also has something to do with the mob's sight range, if not mistaken, just like how you can't directly walk to cells that is not within your character's view or walk range. (Not sure about this.) I don't recommend increasing it because the mob will be able to detect players from afar as well.

 

Just try looping unitwalk until the mob reaches its destination.

Edited by Nerfwood
  • Upvote 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...