Quote:
Originally Posted by Jakov_the_Jakovasaur
hello!
you should consider dropping a dirt npc on serverside instead, that way it can be made to either fade or transition out rather than disappear at once, plus there are ways to create the illusion of no lag if you make the player do a showani()/showimg() on clientside when triggering to serverside, then have that display disappear as soon as the npc they are the placer of appears on their client. dirtholes can then be checked for using findareanpcs(); which if it contains other non dirthole npcs you will probably want to trigger an event such as 'onDig' on them anyway
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Does this cause conflict if I use putnpc() twice on the same area? Will the dirt hole ever cover up the item you are digging up? For example, digging up a defaulat gralat using join(); to its default class.