HdVaderII Posted April 25, 2008 Share Posted April 25, 2008 Okay... I know how to make a script that checks if a global has been set, and make it return true or false, but how do I combine that with a script to make somebody spawn if the global script returns true, and make nothing happen if it returns false? Link to comment Share on other sites More sharing options...
sekan Posted April 25, 2008 Share Posted April 25, 2008 Attach this script to an npcs heartbeat in the area you want the npc to spawn. void main() { if ((GetGlobalNumber("global_tag") == 1) && !GetLocalBoolean(OBJECT_SELF, 40)) { SetLocalBoolean(OBJECT_SELF, 40, TRUE); vector vPos; float fAngle; vPos.x = 106.24; vPos.y = 238.01; vPos.z = 17.15; fAngle = 0.0; CreateObject(OBJECT_TYPE_CREATURE, "npc_tag", Location(vPos, fAngle)); } } Hope it helps Link to comment Share on other sites More sharing options...
Papership Posted April 28, 2008 Share Posted April 28, 2008 You can also add this sort of thing to a dialog. A new branch at the top of the dialog tree, with starting conditional as above, then if the condition is met (ie the global is correct) then the dialog will follow the new upper path and spawn the NPC, if you don't want to use NPC heartbeats. This is useful if it’s not a whole new module and you want to change just small things in an existing module. Piggy-backing scripts off dialog is awesome. ~Pap~ Link to comment Share on other sites More sharing options...
sekan Posted April 28, 2008 Share Posted April 28, 2008 It already have Link to comment Share on other sites More sharing options...
Papership Posted April 28, 2008 Share Posted April 28, 2008 Changed! The perfect crime Link to comment Share on other sites More sharing options...
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