Thread: Npc Force Movement

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  1. #1 Npc Force Movement 
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    Hey! ive been analizing the npc movment in the npchandler process

    and i cant seem to figure out how to make an npc spawn at your current postion, then force walk to a set postion, then stop.

    I know there are npc movement methods that are in the server, i just can't figure out how to apply them :\

    Thanks!!!! WOULD REALLY APRETIATE IT


    PS: im using this for my falconry in my Hunter skill that im currently expanding

    EDIT!!: If anyone has the stand animation for when your holding the falconers glove, i love you long time




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  2. #2  
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    You want the npc to walk, or do you want the npc force movement mask? Because as far as I know, there is no force movement mask for npcs.
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  3. #3  
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    Quote Originally Posted by Russian View Post
    You want the npc to walk, or do you want the npc force movement mask? Because as far as I know, there is no force movement mask for npcs.
    Ok, when you click a kebbit with it equiped, then initialized the coords of the kebbit

    it spawns a falcon, then makes it move to the coords of the kebbit. then stop.

    :l thats what im trying to do




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  4. #4  
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    PI?

    It looks like all you have to do is set the absX and absY.

    You'll probably have to set some boolean that tells the process that it shouldn't interrupt the current walk with some other walk point, but I found this..

    Code:
    					if(npcs[i].spawnedBy == 0) {
    						if((npcs[i].absX > npcs[i].makeX + Config.NPC_RANDOM_WALK_DISTANCE) || (npcs[i].absX < npcs[i].makeX - Config.NPC_RANDOM_WALK_DISTANCE) || (npcs[i].absY > npcs[i].makeY + Config.NPC_RANDOM_WALK_DISTANCE) || (npcs[i].absY < npcs[i].makeY - Config.NPC_RANDOM_WALK_DISTANCE)) {
    							npcs[i].walkingHome = true;
    						}
    					}
    
    					if (npcs[i].walkingHome && npcs[i].absX == npcs[i].makeX && npcs[i].absY == npcs[i].makeY) {
    						npcs[i].walkingHome = false;
    					} else if(npcs[i].walkingHome) {
    						npcs[i].moveX = GetMove(npcs[i].absX, npcs[i].makeX);
    			      		npcs[i].moveY = GetMove(npcs[i].absY, npcs[i].makeY);
    						npcs[i].getNextNPCMovement(i); 
    						npcs[i].updateRequired = true;
    					}
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  5. #5  
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    Thanks, ill see if i can get this shit working


    Yes its PI... sadly, My owner said we were gunna use it, so what'ya gunna do.




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  6. #6  
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    Bump




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    n.walkX
    n.walkY
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  8. #8  
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    Quote Originally Posted by Russian View Post
    You want the npc to walk, or do you want the npc force movement mask? Because as far as I know, there is no force movement mask for npcs.
    Yes there is, or else Cheezscape wouldn't have summoning would it?
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  9. #9  
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    Quote Originally Posted by Jinrake View Post
    n.walkX
    n.walkY
    Lol?




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  10. #10  
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    Quote Originally Posted by Chuck_Norris__ View Post
    Yes there is, or else Cheezscape wouldn't have summoning would it?
    No, there isn't a force movement mask for npcs..
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