
02-21-2012, 10:26 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Luccian
Super!
Huge help Akkadius! Features, weapon, etc.. all changed, makes those poor bandits seem more like individuals now.
Your plugin post is great. I saw how the illusion_tool allowed for race/ gender randomization but i didn't really know how to use it. Your plugin along with tutorial-ish post worked great. I do seem to be having a small issue with the texture selection. No matter what I use it shows them as wearing nothing/ cloth type armor as opposed to leather, chain, plate and whatnot.
Here is what I came up with with the help I got here:
Code:
sub EVENT_SPAWN
{
quest::settimer("feature",5);
}
sub EVENT_TIMER
{
if ($timer eq "feature")
{
quest::stoptimer("feature");
plugin::RandomWeapons(10688, 10693, 100, 0, 0, 1, 1);
plugin::SpawnDynNPC(quest::ChooseRandom(1,2,3,4,5,6,7,8,9,10,11,12,128,130,330,522),quest::ChooseRandom(1,2,3),quest::ChooseRandom(0,1));
}
}
This allowed me to use all races, both genders, and should allow for leather, chain, and plate texture unless im mistaken?
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That should work fine. I think the only reason why I didn't post it is that you need to keep in mind that people who zone in after this has fired off, some clients may not view textures and races correctly as not everything sends. I never investigated as to why, but I made a hack that resent the information for NPC's whenever a client got close to the NPC (Proximity) via Perl, not the greatest solution and depends on how many NPC's you want to use this for to what resources it takes up. I'm sure all of this is not reassuring, maybe someone else could answer as to why illusion packets aren't reliably sent after setting an NPC's visuals appearances using Perl.
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