Updated Custom thrones now you can have as many thrones in your module as you want. Thrones now disappear when the player that made it leaves the module plus if you dont like were your thrones is you can choose another spot and the original will disappear. Read the instructions on the erf before you import it. ADD THESE LINES IN YOUR OnClientLeave of the module properties event script place, so the throne disappears and resets the rune plate when the player leaves.
object PC = GetExitingObject();
string Name = GetName(PC);
//Destroys Players throne if he/she has one made and re-creates the rune plate.
string CDKey = GetLocalString(GetModule(),Name);
object oThrone = GetObjectByTag(CDKey);
location lLoc2 = GetLocation(oThrone);
CreateObject(OBJECT_TYPE_PLACEABLE,"throne_maker",lLoc2,FALSE);
DelayCommand(0.2,DestroyObject(oThrone));
daja I copied and pasted the lines and comiled they compiled fine , change the GetExitingObject back to the way it was, also if you have an existing OnClientLeave script make sure you start these lines right after the opening { of the void main() just copy and paste and it should compile np, i just did it to make sure I didnt screw it up, so try that. If you dont have an existing OnClientLeave then just open the script editor and copy and pastes these lines under the opening { of the void main and compile should be good to go after that. Hope that helps ya
Posted by daja.hester at 2006-08-28 00:41:11 Voted 10.00 on 09/11/06
Just so you know, the code is incorrect =( I fixed the first line by going GetExitingObject(throne_maker) but on like the last 3 the compiler says that thoses line are an invalid decleration =(
please help the throne thing is really great _________________________ There is always a light at the end of the tunnel. Just pray it isnt a train
Posted by 777GOLDY at 2006-05-04 13:49:08 Voted 10.00 on 05/04/06
Nice man ill update now *)
Posted by 777GOLDY at 2006-05-04 13:48:45 Voted 10.00 on 05/04/06
Nice work mate!!
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