
10-22-2006, 03:54 PM
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Registered User
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Join Date: Oct 2003
Posts: 2,712
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Quote:
move(dx,dy,time,options);
The value of "options" would be something like this:
(0,1,2)+(0,4)+(0,8)+(0,16);
This moves the npc without needing you to update the
position of the npc 'manually' by changing x and y. - Moves the NPC the specified distance over the specified time, with some lame options.
- cachingmode:
- 0: previous movements will be finished immediatelly
- 1: movements will be cached, the previous movements
will only be finished when the cache is too large
(distance to go >5);
this caching can be used on server-side npcs to
make the movement look like non-laggy even when
there are little delays sometimes
- 2: the movement will just be appended to the movement
list; you can add up to 100 movements
- blockcheck: add 4 to the options when you want the
npc to stop when there is a wall blocking the npc
- informmewhendone: if you add 8 to the options then the
script will be called with a 'movementfinished' flag
when the the npc has stopped walking; catch this event
with
if (movementfinished) {...}
if you want to do something when the npc has stopped
(e.g. walking in a different direction)
- applydirection: add 16 to the options if you want the
game to automatically set the direction of the npc
depending on the movement direction (can be good
when using movement caching)
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