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Castle Paradox
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed Jun 02, 2010 1:26 pm Post subject: NPC numbering |
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I've been trying to keep track of npcs for a while now, and something always seems to go wrong. When I try to reference an npc, another npc, of the same ID, get's referenced instead.
My questions is, are npc numbers recalculated when an npc of the same ID is destroied or has it's ID changed? If so, which I assume is the chase, how can I keep track of each npc and still deleted or change others? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Jun 02, 2010 1:39 pm Post subject: Re: NPC numbering |
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Spoon Weaver wrote: | I've been trying to keep track of npcs for a while now, and something always seems to go wrong. When I try to reference an npc, another npc, of the same ID, get's referenced instead.
My questions is, are npc numbers recalculated when an npc of the same ID is destroied or has it's ID changed? If so, which I assume is the chase, how can I keep track of each npc and still deleted or change others? |
If you are talking about the NPC copy count index, then yes, that number can change if you add or remove NPCS.
If you are talking about NPC references gotten with the "NPC reference" command, then those should not change when you add and remove NPCs. (and they should even remain stable if you leave the map and come back using the feature to save NPC state when you leave the map) |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed Jun 02, 2010 4:51 pm Post subject: |
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I see...
So once a reference is store, the npc it refers to doesn't change?
Ok..
So, I should have a variable for each npc instance then?
Like, when I enter a map, I could load all the npcs into variables, then work with them like that?
I understand I guess... just trying to wrap my head around how I'm going to code this thing now.
Well anyways, thanks a bunch James. |
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