ID:151173
 
Thanx
shane
On 2/24/01 10:46 pm Shane wrote:
Thanx
shane
man whats with all these newbies common on and asking for code instead of help? I know the best way to learn is by example but im getting the impression that most of you guys are just using your copy/pasting skills.
In response to Ebonshadow
On 2/25/01 12:18 am ebonshadow wrote:
On 2/24/01 10:46 pm Shane wrote:
Thanx
shane
man whats with all these newbies common on and asking for code instead of help? I know the best way to learn is by example but im getting the impression that most of you guys are just using your copy/pasting skills.

Maybe, you could tell him how to do it in pseudocode? Tell him which functions to use? Where to look for the answer?
I always hope for such help.
It will be better than cut-and-paste.
In response to sunzoner
Maybe, you could tell him how to do it in pseudocode? Tell him which functions to use? Where to look for the answer?
I always hope for such help.
It will be better than cut-and-paste.

I'll make a few suggestions:

I'm assuming that you have something in mind like EverQuest-style spawning, where a monster always pops up in the same general area after it has died. So here's what I'd do for something like that:

* When the monster is first created, it will take note of what area it's in, so that future copies of it can be created in the same area. For this, override the New() proc and give the monster var/area/startArea or something like that.

* When the monster dies, it will kick off a timer that will create another monster of its own type. For this, override the Del() proc, or better yet, create a Die() proc for the monster (which will eventually call Del()). You want to use the spawn() command to set the timer; you'll need to pass along the monster's type and its startArea, so they can be used in creating the new monster.

* When you create the new monster, you'll use new() and locate().

In response to Guy T.
Ok, thanx ill try :(
Thanx shane