This is my first example in this forum, it places a putnpc2 that will join any class you have set up, with a simple commands and click of the mouse. (Such as doors, to save Levelers a tad bit of time.)
Commands:
(WARNING, YOU CAN NOT USE ANY COMMANDS WHILE PLACING/CHANGING/REMOVING/DRAGGING OTHER THAN THE CORRESPONDING END COMMAND)
PHP Code:
:placenpc <classname> ~ Starts placing, click to place.
:endplacing ~ End the placing process.
:removenpcs ~ Activate NPC removal, right click to remove any NPC placed with this system.
:endremoving ~ Stops the removal process.
:dragnpcs ~ Begins dragging, click and hold over an NPC, then release somewhere else and it will move :).
:enddragging ~ Ends the dragging process.
:changenpc <newclassname> ~ Changes the class of the clicked NPC to the newclassname parameter. (Does not have an end command, it will end once the NPC is changed.)
Weapon Code(Name it whatever you need to):
PHP Code:
function onActionServerSide(cmd, mousexpos, mouseypos, npc)
{
switch(cmd)
{
case "Place":
temp.newnpc = putnpc2(mousexpos, mouseypos, null);
newnpc.join(npc);
newnpc.join("npc_control");
break;
case "Remove":
triggeraction(mousexpos, mouseypos, "KillNPC", "rawr");
break;
case "Start Dragging":
this.npctodrag = { mousexpos, mouseypos };
break;
case "Drag":
triggeraction(this.npctodrag[0], this.npctodrag[1], "DragNPC", mousexpos, mouseypos);
break;
case "Change NPC":
triggeraction(mousexpos, mouseypos, "ChangeNPC", params[3]);
break;
}
}
//#CLIENTSIDE
function onPlayerchats()
{
if(player.chat.starts(":placenpc ") && this.action != true)
{
tokens = player.chat.tokenize();
player.chat = "Now Placing: "@tokens[1];
startPlacing(tokens[1]);
this.action = true;
}
if(player.chat == ":endplacing")
{
player.chat = "Stopped Placing..";
stopPlacing();
this.action = false;
}
if(player.chat == ":removenpcs" && this.action != true)
{
this.removing = true;
player.chat = "Removing started..";
this.action = true;
}
if(player.chat == ":endremoving")
{
this.removing = false;
player.chat = "Removing stopped..";
this.action = false;
}
if(player.chat == ":dragnpcs" && this.action != true)
{
this.dragging = true;
player.chat = "Dragging!";
this.action = true;
}
if(player.chat == ":enddragging")
{
this.dragging = false;
player.chat = "Dragging stopped";
this.action = false;
}
if(player.chat.starts(":changenpc ") && this.action != true)
{
tokens = player.chat.tokenize();
this.newnpc = tokens[1];
player.chat = ("Changing to a "@this.newnpc);
this.changing = true;
this.action = true;
}
}
function startPlacing(npc)
{
showimg(400, "block.png", mousex, mousey);
this.placing = true;
this.npctoplace = npc;
setTimer(.01);
}
function stopPlacing()
{
hideimg(400);
this.placing = false;
}
function onTimeout()
{
if(this.placing == true)
{
with(findimg(400))
{
x = mousex;
y = mousey;
}
setTimer(.01);
}
}
function onMousedown()
{
if(leftmousebutton && this.placing == true)
{
player.chat = "Placed: "@this.npctoplace@"!";
triggerServer("gui", name, "Place", mousex, mousey, this.npctoplace);
}
if(rightmousebutton && this.removing == true)
{
player.chat = "Removed NPC.";
triggerServer("gui", name, "Remove", mousex, mousey);
}
if(leftmousebutton && this.dragging == true)
{
player.chat = "Starting dragging";
triggerServer("gui", name, "Start Dragging", mousex, mousey);
}
if(leftmousebutton && this.changing = true)
{
triggerServer("gui", name, "Change NPC", mousex, mousey, this.newnpc);
player.chat = ("Changed to "@this.newnpc@"!");
this.action = false;
this.changing = false;
}
}
function onMouseup()
{
if(this.dragging = true)
{
triggerServer("gui", name, "Drag", mousex, mousey);
player.chat = "NPC Dragged";
}
}
Class Code (Name it npc_control):
PHP Code:
public function onActionKillNPC(foo)
{
this.chat = "Destroyed!";
sleep(.5);
this.destroy();
}
public function onActionDragNPC(newx, newy)
{
this.x = newx;
this.y = newy;
}
public function onActionChangeNPC(newclass)
{
this.hide();
this.dontblock();
temp.newnpc = putnpc2(this.x, this.y, null);
newnpc.join(newclass);
newnpc.join("npc_control");
this.destroy();
}