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Old 01-25-2005, 12:01 AM
Projectshifter Projectshifter is offline
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Quote:
Originally Posted by Stefan
Global staff please stop posting BAD script!

The original script is perfectly fine, but shouldn't be bugged.
The current script is not interrupted, so of course the if (created) should see all variables set. A "callnpc" is completely nonsense.
The only reason for the spawn function not working would be if you call it from a bad place, e.g. "with (anothernpc) { spawn(); }" because then "setstring this.type,Undead;" would not set thiso.type. Eventually replace it with
"setstring thiso.type,Undead;". Check in the script that is putting the npc if the string is actually set.
I realize this is your engine, so you know how it should work, we're just speaking from experience of what we have used and what has worked best in the past. Generally there are some errors in doing functions and transfering variables if you try to do it all with the putnpc2 command. For some reason it just doesn't like setting variables without going back and setting them, and then it doesn't make plausible sense if you create the object (it SHOULD run if (created) at that point) and then add strings and expect it to be effected and read by the if (created)? Without knowing the logistics behind the engine I can say that it makes little sense even if it runs at an incredible speed, it just logically doesn't add up.
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