Quote:
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Originally Posted by Python523
You call yourself a scripter?
Edit:
I would do this
PHP Code:
function spawn() {
setstring this.type,Undead;
putnpc2 x,y,{
join temporary;
join baddy;
};
with(npcs[npcscount-1]) {
setstring this.type,#s(thiso.type);
setstring this.owner,Baddy;
callnpc -1,typeset;
}
}
//class
if(typeset) sendtonc Type: #s(this.type);
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K i may try that out , however with the way the baddy is scripted together i would have to say put a this.active=1; inside of that typeset and also a if (this.active==1) {}
around everything else in the script , because if its created priority messes up might its playerenters also since it would be called at the same time (after created) ?
[edit]
I will try this l8r if no one else posts a solution, however if the problem is that it is getting the wrong npc (IE.. 2 npcs being spawned at same time) then it still wouldnt fix : (
The problem runs a bit deeper as the baddies are logged into a database and are removed after death / or on invalidity , being they are invalid when being placed they do not remove the correct string set by the placing npc. Thus the spawn npc gets stuck thinking there are more baddies than there realy is in the room and new ones dont spawn.
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