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special forces attacking npc with karma < 0
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rastrero
Master
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Joined: Jan 2016
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RE: special forces attacking npc with karma < 0
This code is bad.
U cant put timer like that on npcs or players.
It will not work.
Anyway u dont need to make a forchars or anything if u are going to use @npcseenewplayer
Its not neccesary. The scripts we writte for u are usefull for "talk orders" or other ways, but not in this trigger.
Try this better on your ranger npc script.
Code:
[chardef c_ranger] /your npc ranger
id, bla bla bal
On=@npcseenewplayer
if (<src.karma> < -799)
attack //or attack <src>
else
return 1 //this make the npc tp check karma again and again until target go out of range.
endif
Or this other in any npc u want.It makes npcs to attack and call rangers in area for help if they see a criminal.
Code:
On=@npcseenewplayer
if (<src.karma> < -799)
say Help Rangers! Help ME!!!
attack //or attack <src>
ref500=<src.uid>
forchars 18 //yelldistance
if <tag0.ranger>
attack <src.uid>
endif
endfor
else
return 1 //this make the npc to check again later if karma > -799
endif
i think this is the best way to do what u want...
(This post was last modified: 02-02-2016 11:45 PM by rastrero.)
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02-02-2016 11:30 PM |
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The following 1 user Likes rastrero's post:1 user Likes rastrero's post
Berkley (02-03-2016)
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Berkley
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RE: special forces attacking npc with karma < 0
(02-16-2016 07:06 AM)Kanibal Wrote: Try this:
Code:
if ((<karma> < -799) && (!<owner>))
Perfect!
many thanks
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02-16-2016 07:59 AM |
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Khaos
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RE: special forces attacking npc with karma < 0
The original post asked for rangers to attack monsters, not players. Also @SeeNewPlayer?! It should be @NPCSeeNewPlayer.
Just put this on your ranger's. Attach it in their core code or use events. Whichever you choose. Technically this is NOT what you asked for. If you get into more detail I can script what you originally wanted. You asked for Ranger's WITHIN Yell distance to attack for your char. This script works a bit different. This will fire off with a ranger in a sector that is not asleep. It will attack anything -800 or worse in karma and call for aid of other rangers within yell distance to attack that same target.
Code:
// This fires when a Mobile looks at ANY character (not just a player).
on=@NPCLookAtChar
if (<src.karma> > -800)
return 1 // We want to keep looking for evil.
endif
if (<src.isowner> == 1)
return 1 // I won't attack my owner if I am hired.
endif
attack <src.uid> // We will attack the mobile we see
ForChars <serv.distanceyell> // more accurate if you parse a different value.
if (<src.baseid> == c_ranger) || (<src.baseid> == c_ranger_f)
attack <src.uid>
endif
endfor
Code:
[speech spk_ranger_aid]
on=*Help*
if (!<isowner>)
return 1
endif
forChars <serv.distanceyell>
if (<<local._for>.npc> != 0) && (<<local._for>.uid.karma> < -799)
attack <<local._for>.uid>
return 0
endif
endfor
I think this is more what you were looking for. Add this via tspeech. When the NPC's hears a player yell for HELP. It will attack the first EVIL NPC within yell distance.
This can be refined more to store the players position and ranger's and only attack things within that distance. Though, we are getting awfully technical at that point.
(This post was last modified: 03-02-2016 04:26 AM by Khaos.)
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02-17-2016 05:03 PM |
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Berkley
Journeyman
Posts: 54
Likes Given: 28
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RE: special forces attacking npc with karma < 0
(02-17-2016 05:03 PM)Khaos Wrote: The original post asked for rangers to attack monsters, not players. Also @SeeNewPlayer?! It should be @NPCSeeNewPlayer.
Using Forchars also checks <distanceyell> in characters. Just use FOR.
Just put this on your ranger's. Attach it in their core code or use events. Whichever you choose. Technically this is NOT what you asked for. If you get into more detail I can script what you originally wanted. You asked for Ranger's WITHIN Yell distance to attack for your char. This script works a bit different. This will fire off with a ranger in a sector that is not asleep. It will attack anything -800 or worse in karma and call for aid of other rangers within yell distance to attack that same target.
Code:
// This fires when a Mobile looks at ANY character (not just a player).
on=@NPCLookAtChar
if (<src.karma> > -800)
return 1 // We want to keep looking for evil.
endif
if (<src.isowner> == 1)
return 1 // I won't attack my owner if I am hired.
endif
attack <src.uid> // We will attack the mobile we see
for <serv.distanceyell> // more accurate if you parse a different value.
if (<src.baseid> == c_ranger) || (<src.baseid> == c_ranger_f)
attack <src.uid>
endif
endfor
Code:
[speech spk_ranger_aid]
on=*Help*
if (!<isowner>)
return 1
endif
for <serv.distanceyell>
if (<<local._for>.npc> != 0) && (<<local._for>.uid.karma> < -799)
attack <<local._for>.uid>
return 0
endif
endfor
I think this is more what you were looking for. Add this via tspeech. When the NPC's hears a player yell for HELP. It will attack the first EVIL NPC within yell distance.
This can be refined more to store the players position and ranger's and only attack things within that distance. Though, we are getting awfully technical at that point.
Very nice! I think this works fine on my server. Many thanks for this.
Best regards, Lars
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02-25-2016 04:12 AM |
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The following 1 user Likes Berkley's post:1 user Likes Berkley's post
Khaos (02-25-2016)
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