Search found 11 matches

by hunt3r
Thu Apr 03, 2008 7:25 am
Forum: General Help (095)
Topic: custom mounts
Replies: 3
Views: 4904

that was the far I could get till now

case(me.graphic)
0xcc: mounttype := 0x3ea2;
0xc8: mounttype := 0x3e9f;
0xe2: mounttype := 0x3ea0;
0xe4: mounttype := 0x3ea1;
0xdc: mounttype := 0x3ea6;
0xd2: mounttype := 0x3ea3;
0xda: mounttype := 0x3ea4;
0xdb: mounttype := 0x3ea5 ...
by hunt3r
Thu Apr 03, 2008 6:09 am
Forum: General Help (095)
Topic: kill player without ApplyDamage / RawDamage
Replies: 3
Views: 4385

Just to post results.

pol095 also implements the SetScriptController() function
and the method (2nd) you suggested works PERFECTLY!

thanks
by hunt3r
Thu Apr 03, 2008 6:02 am
Forum: General Help (095)
Topic: kill player without ApplyDamage / RawDamage
Replies: 3
Views: 4385

roger that!

thanks for helping :)
by hunt3r
Wed Apr 02, 2008 7:30 pm
Forum: General Help (095)
Topic: kill player without ApplyDamage / RawDamage
Replies: 3
Views: 4385

kill player without ApplyDamage / RawDamage

Any ideas on how to kill a player without using ApplyDamage / ApplyRawDamage...

The most of the scripts I saw uses that, the problem is, if I use it, it applies the "Reputation System" as well... that isn't interesting to me...

any sugestions?

thanks
by hunt3r
Wed Apr 02, 2008 12:49 pm
Forum: General Help (095)
Topic: return value from
Replies: 3
Views: 4419

Thanks bud!
I`ll try that...

both
if(!final) and if(final) I`ve already tested and didn`t worked at all..

I`ll try final.errortext and see what happens :D

Thank once more!
by hunt3r
Tue Apr 01, 2008 8:00 pm
Forum: General Help (095)
Topic: return value from
Replies: 3
Views: 4419

return value from

I wanna show a message when a MoveCharacterToLocation fails...


var final:=MoveCharacterToLocation( who, jump_x, jump_y, jump_z );
if( CInt(final) != 1 )
...
endif


I've also tried with

if (final != 1 )
if(!final)
if(final==error)


none of this methods works...

I "printed" the final ...
by hunt3r
Wed Mar 26, 2008 1:19 pm
Forum: General Help (096)
Topic: mounts
Replies: 2
Views: 3801

thank you very much!
by hunt3r
Wed Mar 26, 2008 1:17 pm
Forum: General Help (095)
Topic: custom mounts
Replies: 3
Views: 4904

find it!

0xcc: mounttype := 0x3ea2;
0xc8: mounttype := 0x3e9f;
0xe2: mounttype := 0x3ea0;
0xe4: mounttype := 0x3ea1;
0xdc: mounttype := 0x3ea6;
0xd2: mounttype := 0x3ea3;
0xda: mounttype := 0x3ea4;
0xdb: mounttype := 0x3ea5;


this in the tamed.src script...

BUT, where can I find more of ...
by hunt3r
Wed Mar 26, 2008 11:24 am
Forum: General Help (096)
Topic: mounts
Replies: 2
Views: 3801

mounts

after some unsuccessfull tries on 95, I'm thinking in move to 96 core instead!

Just wanna know if someone can help me on
How to set a npc "mountable" like a drake or an energy vortex...
Like the horses do...

thanks
by hunt3r
Wed Mar 26, 2008 4:43 am
Forum: General Help (095)
Topic: custom mounts
Replies: 3
Views: 4904

I forgot to mention that...
when I add the parametters

Code: Select all

mount <graphic> <color>
to a template on npcdesc.cfg, it "bugs" the npc, and it even shows it graphic correctly.
by hunt3r
Wed Mar 26, 2008 4:04 am
Forum: General Help (095)
Topic: custom mounts
Replies: 3
Views: 4904

custom mounts

Fellows...

I'm having some problems to add custom mounts to 95 core...
By default I can only mount on horses or ostards...
I think it could be something related to the npc's graphic.

That's what the far I could go digging into the conf files:

if(pncfg[who.npctemplate].mount)
var mymount ...