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Released Scripts
Author Message
rastrero
Master
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Posts: 250
Likes Given: 41
Likes Received: 28 in 24 posts
Joined: Jan 2016
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Post: #1
Released Scripts
Fix for spawn system + Dynamic spawn (not tested)
Fixes:
-Stop timers when max npcs reached.
-Restart timers if any npc get killed or tamed
Dynamic spawn:
-U can tell the spawn to change spawn_group or npc_id once all npcs are killed or tamed.
U only need to add a tag to any spawn to let it work. But u Will need to create a function you tell the spawn the new spawngroup u want it to get. There is an example.
-If u dont want Dynamic spawn to being triggered, just remove @prespawn and the script inside it. U can also remove the functions that make it work.


Attached File(s)
.scp  SpawnFix+Dynamicspawn.scp (Size: 2.41 KB / Downloads: 29)
(This post was last modified: 04-07-2020 07:24 AM by rastrero.)
04-07-2020 07:02 AM
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Jhobean
Journeyman
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Posts: 98
Likes Given: 11
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Joined: Jun 2019
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Post: #2
RE: Released Scripts
Very intersting THX!!

Instead of using @death in the event, maybe use @destroy so if a GM or a script do .remove on it, it will work?

https://www.uocryptonite.com/
04-12-2020 12:54 AM
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rastrero
Master
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Posts: 250
Likes Given: 41
Likes Received: 28 in 24 posts
Joined: Jan 2016
Reputation: 3



Post: #3
RE: Released Scripts
sure, @destroy would work better. ty.
04-13-2020 01:31 AM
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