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Access Violation in CChar::CanMoveWalkTo
Author Message
RanXerox
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Posts: 550
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Joined: Dec 2010
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Post: #18
RE: Access Violation in CChar::CanMoveWalkTo
if they have memory_isspawned (or something else that clearly identifies them) then this style of function would work:

Code:
[FUNCTION respawnmap]
//GO 1,1,0,<ARGN1>
FORCHARS <ARGN1> //8000
   OBJ=<MEMORYFINDTYPE.memory_ispawned>
   IF (<OBJ>)
      SRC.SYSMESSAGE @032 Respawning <OBJ.CONT.NAME>
      REMOVE
      OBJ.TIMER=<EVAL {<OBJ.MOREX> <OBJ.MOREY>}*60>
   ENDIF
   OBJ=
ENDFOR

...to use it, get as close to them as you can in-game (for example, 10 squares away) as a gm and type: .respawn 10
...which will cause all spawned creatures within 10 squares of you to be respawned.

If you type .respawnmap 8000 your entire map will respawn... (and you will probably crash because the SYSMESSAGE will flood your cliient with text.)
(This post was last modified: 02-28-2013 09:35 AM by RanXerox.)
02-28-2013 09:33 AM
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RE: Access Violation in CChar::CanMoveWalkTo - RanXerox - 02-28-2013 09:33 AM

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