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putnpc2
Ive been having real trouble trying to put variables from an npc that uses the putnpc2 command into the npc that got put on the level using putnpc2..
Can anyone tell me why? I tried level.vars i tried this.vars and i tried normal vars :\ but not one works! :grrr: |
well im doing this basically:
NPC Code: I dont think that is right, but i dont know how x.x ::EDIT Someone suggested doing: NPC Code: |
it seems so inefficient.. i doubt thats how they did it with the 2k2 item trading..
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well no, you should be able to use #p params from the serverside in putnpc2...
or like putnpc3 x,y,param0,param1,etc,{ showcharacter; message #p(0); } |
level strings don't exist last time i checked =/
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level.vars
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Jagen when's the last time you checked? Level.strings are part of the NPC Server x.X Like this.string for D/B NPC's, level.strings are for that level only. Means don't update the level :P Using this.strings in the Control-NPC or equivalent may be just as good though if not better.
---Shifter |
actually I just tested it, had one npc
setstring level.test,asdf; had another npc sendtorc hello #s(level.test); (i had it do a sleep first to give it time just in case it would lag before setting the string) and the RC result was 'hello' when is the last time you tested it? |
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:megaeek:
Bah someone lied to me again.. and if i find out who it was.... I will r0x0rz their s0x0rz. |
that putnpc3 exists?
can someone pm me about it please? i'd like to learn it. |
putnpc3 doenst exist.
putnpc image,textfile,x,y; putnpc2 x,y,{Script}; |
I was curious as to where {Script} comes from. I take it basically putting out something from the Weapons List, I never played with it, more important things to do, lolz.
---Shifter |
You type it in *******
NPC Code: |
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Also, you do not use script commands outside of if clauses with events. NPC Code: |
according to your script.. you can tokenize something in the serverside script.. then use a token in the putnpc2 script.. if thats tru then i bloody wub you :P
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You can :)
But the better way probably is to do... NPC Code: |
ok, i bloody wub you :D
the problem with that is when you do that, the npc your aiming for might not be the last npc put.. the npc server does lag a tiny bit ;) |
It only lags between serverside and clientside. It does not lag at all here.
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i dunno, i would feel safer using the tokens
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You can also use callnpc for this
NPC Code: would work the same way and doesn't lagg too ^^ |
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If two npcs were dropped using putnpc2 at EXACTLY the same time, npcscount-1 might not be the one you are aiming for.
^^^ is possible.. kinda |
What is the case then?
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Ah ok.
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How would that help? Tokenize overwrites the last tokenize, so you'd have the same problem. Even worse, because the result of tokenize would be read in the if (created) event, and this event will be processed one frame later, so it is even more possible that some other call to tokenize happend. |
You confuse me greatly :|
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You tokenize something. You have #t(0) and #t(1). You tokenize something else, they overwrite that. Correct me if I'm wrong someone. I didn't really pay attention to this thread that much. |
yea... but you can save the tokens to a string, that way they'd be saved :-D
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