[DiscordArchive] hey <@271350028985958408>, in your old scripts when writing dungeon mobs, you use variables at the t
[DiscordArchive] hey <@271350028985958408>, in your old scripts when writing dungeon mobs, you use variables at the t
Archived author: Crow • Posted: 2022-10-28T17:46:43.652000+00:00
Original source
oh that makes sense
like, on create, get instanceid, and if its in the table, nil it out
Archived author: Foe • Posted: 2022-10-28T17:47:02.653000+00:00
Original source
you just overwrite it, you don't have to nil it
Archived author: Crow • Posted: 2022-10-28T17:47:17.499000+00:00
Original source
I suppose so
Archived author: Foe • Posted: 2022-10-28T17:47:18.197000+00:00
Original source
but yes
Archived author: Crow • Posted: 2022-10-28T17:47:21.216000+00:00
Original source
INSTANCE_EVENT_ON_INITIALIZE = 1, // (event, instance_data, map)
Archived author: Crow • Posted: 2022-10-28T17:47:28.698000+00:00
Original source
registerinstanceevent
Archived author: Foe • Posted: 2022-10-28T17:47:32.112000+00:00
Original source
yup
Archived author: Crow • Posted: 2022-10-28T17:52:56.749000+00:00
Original source
```RegisterInstanceEvent( instance_id, event, function )```
is this the instance template id so it knows which dungeon to hook to?
Archived author: Foe • Posted: 2022-10-28T17:54:20.387000+00:00
Original source
Actually, for something like that, use RegisterMapEvent and use the parent map instead of instance ID. Much easier logically
Archived author: Foe • Posted: 2022-10-28T17:54:59.145000+00:00
Original source
RegisterInstanceEvent is to be able to target specific instance ID's and not just the entire dungeon map