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Spawns
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Art
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Post: #1
Spawns
Greetings. Can i get uid of creature from worldgem bit spawn point?
10-13-2012 04:28 PM
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Skul
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Post: #2
RE: Spawns
No, there is no way, you can check with forchars though and look for memory_isspawned, here's an example
Code:
[function getuidfromspawn]
local.uid=<uid>
forchars <strarg <streat <streat <morep>>>>
  if (<memoryfindtype.0200.link>==<local.uid>)
    local.return=<uid>
  endif
endfor
return <local.return>
Use it from the worldgem bit, assuming it is the default object in the code below
Code:
if (<uid.<getuidfromspawn>.ischar>)
  uid.<getuidfromspawn>.say Hello, my UID is: <getuidfromspawn>
endif

"I ask a question to the answer I already know."

Marchadium :: http://www.marchadium.ca/ :: Join us!
10-13-2012 04:54 PM
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Art
Journeyman
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Posts: 118
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Likes Received: 1 in 1 posts
Joined: Apr 2012
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Post: #3
RE: Spawns
Hm, but NPC may be far away from the spawn point. I want write own system for lost NPC teleportation. I should check with timer, how long away from spawn NPC. Put memory item on every NPC ? I think it's too expensive.. check all npc with forinstances? Maybe expensive too? So i though maybe spawn point can control NPC.
10-14-2012 04:51 PM
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Skul
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Post: #4
RE: Spawns
Use TIMERF Art. Rather than a memory object, that'll save some resources, here's an example:
Code:
[function lostnpcteleport]
if (<memoryfindtype.0200>)
  if (<distance <memoryfindtype.0200.link>> >= 50) //50 tile away or more?
    go=<memoryfindtype.0200.link.p> //teleport to the spawn gem
  endif
  timerf 60, lostnpcteleport
endif
Then on your NPCs in @create add:
Code:
timerf 60, npclostteleport

"I ask a question to the answer I already know."

Marchadium :: http://www.marchadium.ca/ :: Join us!
10-14-2012 08:56 PM
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