JEDI Comport » ((JEDI RolePlay Mod/RPMod)) » Suggestions
-
Notifications ()
Notifications Settings
- You have no notifications
'origin' Argument
- Sared Kilvan
- Lost One
- Posts: 1035
- Joined: Sat Aug 16, 2008 12:11 am
- Location: Pouring like an avalanche coming down the mountain.
'origin' Argument
Affects: Commands
Summary: Spawn npc's, effects, teleport, and set spawnpoints based on relative player position.
Suggestion: Add an 'origin' argument to npc, rpeffect, rptele, and rpspawnpoint so that, instead having to pre-determine spawn coordinates, commands are executed on XYZYAW location based off of the players current position. By inputting 20 -30 0, the command would go off at the players position, plus twenty units on the X axis, minus thirty units on the Y axis, and on the exact same Z axis. By leaving the YAW field blank it could, by default, take the players yaw and add/subtract 180 to rotate and face the player.
Implementation: /npc spawn [origin] [vehicle] <type> [targetname] [team] [model] [X Y Z YAW]
'origin' argument takes players current position and adds the values given.
References: RPMod documentation.
Summary: Spawn npc's, effects, teleport, and set spawnpoints based on relative player position.
Suggestion: Add an 'origin' argument to npc, rpeffect, rptele, and rpspawnpoint so that, instead having to pre-determine spawn coordinates, commands are executed on XYZYAW location based off of the players current position. By inputting 20 -30 0, the command would go off at the players position, plus twenty units on the X axis, minus thirty units on the Y axis, and on the exact same Z axis. By leaving the YAW field blank it could, by default, take the players yaw and add/subtract 180 to rotate and face the player.
Implementation: /npc spawn [origin] [vehicle] <type> [targetname] [team] [model] [X Y Z YAW]
'origin' argument takes players current position and adds the values given.
References: RPMod documentation.
- Sai Akiada
- Lost One
- Posts: 2023
- Joined: Sat Jul 17, 2010 6:55 pm
- Location: Sekura Holdings - Lok
In the wee small hours last night, this seemed like a grand idea but as I read it now, I'm slightly confused.
When spawning things at the player location you do not need to enter in co-ordinates anyway. /npc spawn vehicle jsf - spawns it on your present location.
Have I missed the point in my weary morning state? heh
Edit // Unless you are talking about making binds so you do not need to return to the location.
/bind <key> npc spawn vehicle jsf sai origin
Then walk away and hit the bind, spawning the ship in your previous co-ordinates..?
When spawning things at the player location you do not need to enter in co-ordinates anyway. /npc spawn vehicle jsf - spawns it on your present location.
Have I missed the point in my weary morning state? heh
Edit // Unless you are talking about making binds so you do not need to return to the location.
/bind <key> npc spawn vehicle jsf sai origin
Then walk away and hit the bind, spawning the ship in your previous co-ordinates..?
| Age_50's | Race_Human | Padawan_Zeak Dystiny, Des Anaro, Zuri Lyn |
-
- Lost One
- Posts: 5052
- Joined: Thu Jan 31, 2008 1:31 pm
- Location: Atrisia, one with the Force.
- Contact:
You can bind rporigins to NPC spawning commands. I used to do it for 8 vehicles at one time when I hosted Flight Class.
Also, you simply need to rporigin someone, then spawn the NPC at the same origin but with a few numbers adjusted if you are looking to give them something (Though I remember Jamus killed me when I asked him to spawn me a box when he was on the second floor and I on the first).
Also, you simply need to rporigin someone, then spawn the NPC at the same origin but with a few numbers adjusted if you are looking to give them something (Though I remember Jamus killed me when I asked him to spawn me a box when he was on the second floor and I on the first).
|Padawan(s): Olim Adasca|Rita Sandria| Kantha Maitri|Shaok Panek|Kajuun Mujai|Jago Mirax|Jerex Sol