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#1 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 61
Posts: 4,537
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void main()
{ object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; int DoOnce = GetLocalInt(oPC, GetTag(OBJECT_SELF)); if (DoOnce==TRUE) return; SetLocalInt(oPC, GetTag(OBJECT_SELF), TRUE); object oTarget; object oSpawn; location lTarget; oTarget = GetWaypointByTag("DG_HermePoint_01"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "dg_hermes_01", lTarget); } This spawns the creature once for the pc, but if multiple pc's go in, I get multiple creatures, which is ok, as he's not hostile, but I am using a Frost giant for the creature, and it's a small room, plus I'd like the dialog that this creature has to make an item useable, once per pc who talks to him. I just have one question: How??????
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To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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#2 | |
Galvatron
![]() Join Date: June 24, 2002
Location: aa
Posts: 2,101
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Right now you're storing the check variable on the PC. This is why it spawns for every PC. I'd make a new variable and don't store it on a PC but for example on the area.
For the second question with making the item usable I would store the variable on the PC and check against that. Quote:
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#3 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 61
Posts: 4,537
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OK, I tried to use the script but do I need to use the item's res ref, or do I use the tag? It wouldn't compile.
__________________
To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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#4 |
Galvatron
![]() Join Date: June 24, 2002
Location: aa
Posts: 2,101
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The tag seems OK. I think you only need the resref when you're getting something out of the blueprints.
What error are you getting and where? Could you post that code? |
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