Yeah, sorry about that. I have modified this several times since I posted. Here is the Lord script with the stoptimers:
Code:
sub EVENT_SIGNAL
{
quest::settimer("kneel",3);
quest::setsky(0);
quest::selfcast(3430);
}
sub EVENT_TIMER
{
if($timer eq "kneel")
{
$npc->SetAppearance(4);
quest::shout("Ah, there you are!");
quest::settimer("shout",3);
}
if($timer eq "shout")
{
quest::stoptimer("kneel");
$npc->SetAppearance(0);
quest::shout2("My servants, hear me and rejoice! For my power and cruelty have returned to me. I now reign supreme. Join me, my minions, and together we shall destroy our enemies!");
quest::settimer("depop",3);
}
if($timer eq "depop")
{
quest::stoptimer("shout");
quest::setsky(1);
quest::delglobal("king");
quest::emote("fades into shadow");
quest::depop();
}
}
I have also tried putting the stoptimer at the end of each timer block rather than at the beginning of the next timer, but the problem persists. My latest version of the script is this:
Code:
sub EVENT_SIGNAL
{
quest::settimer("kneel",3);
quest::setsky(0);
quest::selfcast(3430);
}
sub EVENT_TIMER
{
if($timer eq "kneel")
{
$npc->SetAppearance(4);
quest::shout("Ah, there you are!");
quest::settimer("shout",3);
}
if($timer eq "shout")
{
quest::stoptimer("kneel");
$npc->SetAppearance(0);
quest::shout2("My servants, hear me and rejoice! For my power and cruelty have returned to me. I now reign supreme. Join me, my minions, and together we shall destroy our enemies!");
quest::stoptimer("shout");
quest::setsky(1);
quest::delglobal("king");
quest::emote("fades into shadow");
quest::depop();
}
}
This version seems to work since the Lord is nowhere in sight once I zone back in (I am bound at the same point in the zone where I am killed so I can check movement once back in), but by the time I zone back in, the Lord has poofed. I'd really like to fix this so that I can actually see the Lord's movements without the watcher restarting the signal script each time he leaves a waypoint.