(07-23-2012 05:46 PM)darksun84 Wrote: For checking if the account should "create" the new players you can use on f_onaccount_login
if !<serv.account.<args>.chars> //I have 0 players, create 5 of them
//code for creating the newplayers here
endif
Unfortunately i cannot find a way to do the linking 
When I get home from work, I'll see if I can tackle it.
I know in-game, .set account <Accountname> will set any character (NPC or otherwise) to that account's ownership.
So, I imagine it would be something like:
serv.add c_generic_newbie
serv.act.p <Starting coords> // Move NPC to starting coords
serc.act.name New Character // I guess if you just named c_generic_newbie would be able to skip this
serv.act.account <ARGS> // Account name of user.
serv.act.disconnect // "Disconnects" the NPC so it isn't wandering around the game world, but still exists.
I'm not sure if that will work though, the trick is to create the creature via serv and I'm not sure if serv can properly use "add".
A long time ago I wrote a pretty complicated paintball script in 51a, it required a UNIQUE npc ID to "run" some of the scripts (like above) but I've long lost that code, and have no clue how I did it. But basically I created a fake NPC and stuck him in a corner of GM Land. When the paintball script needed to, it called on that specific NPC's ID to run the commands. I wonder if the same could be done with this, if my method doesn't work?
Any help would be great! I can't wait to get this working. I think it'll be a pretty cool way to skip the default creation process. I can provide all the tutorials needed for others when it's completed.
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