[DiscordArchive] In order to make a script that starts after a gameobject has been used and spawns waves of mobs foll
[DiscordArchive] In order to make a script that starts after a gameobject has been used and spawns waves of mobs foll
Archived author: Drooppi • Posted: 2021-09-19T12:11:06.188000+00:00
Original source
In order to make a script that starts after a gameobject has been used and spawns waves of mobs followed by a boss, what would be the most suitable type? Should I just use a smartGameObjectAI for the object and then a simple creatureScript for the boss?
Archived author: Drooppi • Posted: 2021-09-19T12:27:08.010000+00:00
Original source
or is there something I could use to just decide to spawn a bunch of mobs here and there and keep track of them in cpp? I feel I can't get the flexibility I need in SAI unfortunately
Archived author: bandysc • Posted: 2021-09-19T12:33:06.701000+00:00
Original source
You can use SAI to spawn npcs when user interact with gobject. You can also write this script in CPP
Archived author: bandysc • Posted: 2021-09-19T12:33:32.707000+00:00
Original source
It all depends how exactly you want to keep track them in cpp. And what exactly you want to do. And it depends if this is an instance map or not
Archived author: bandysc • Posted: 2021-09-19T12:34:01.353000+00:00
Original source
A lot of "it depends"
Archived author: Drooppi • Posted: 2021-09-19T12:36:53.547000+00:00
Original source
So if I want to make it purely in cpp, should I do as follows?
`my_event : public GameObjectScript`
`my_boss : public CreatureScript`
and somewhere inside `my_event` I make a `me->summonCreature(ID_of_the_boss)` ?
Archived author: Drooppi • Posted: 2021-09-19T12:46:14.693000+00:00
Original source
and then obviously allocate the my_boss script to the boss id in the database