October 19th, 2006, 05:53 PM | #1 |
Join Date: Sep 2004
Posts: 2,007
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If *item* is player target...
I have my scenario written where when a player targets a npc, another npc appears and starts a conversation. When the conversation is done, the second npc despawns and new npc's appear and attach the first npc. Until last night no one ever reclicked on the first npc as it was getting attacked. Well someone did and it caused things to go all out of whack.
So is there a way to have it so that you can specify "when player targets npc a" and "if npc group b does not exist" "spawn npc b"? |
October 19th, 2006, 09:06 PM | #2 |
Join Date: Sep 2004
Posts: 1,260
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Re: If *item* is player target...
In your conditions for your events, you can set the events to not begin if it is already running.
Condition <blah> is not running |
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