custom mob_spawn_points

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gedads
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Posts: 171
Joined: Fri Jan 04, 2013 7:48 pm

custom mob_spawn_points

Post by gedads » Thu Feb 28, 2013 8:02 am

outdated
Last edited by gedads on Wed Oct 09, 2013 2:10 pm, edited 2 times in total.

gedads
Developer
Posts: 171
Joined: Fri Jan 04, 2013 7:48 pm

Re: custom mob_spawn_points

Post by gedads » Fri Mar 01, 2013 2:50 am

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Last edited by gedads on Wed Oct 09, 2013 2:10 pm, edited 1 time in total.

PrBlahBlahtson
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Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: custom mob_spawn_points

Post by PrBlahBlahtson » Fri Mar 01, 2013 3:07 pm

Re: amphiptere

Try @mobsub on him. Sometimes you have to path through pretty specific animationsubs, but there's only 4 values from 0 to 3 that we've found. It's possible amphiptere will be the exception to that, in which case the limit is being enforced in the @mobsub command script, so you just change it to allow values greater than 3. :p

gedads
Developer
Posts: 171
Joined: Fri Jan 04, 2013 7:48 pm

Re: custom mob_spawn_points

Post by gedads » Fri Mar 01, 2013 3:34 pm

yes 1 makes it fly, but for some reason , maybe Y pos , it fly for a few seconds then land.

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: custom mob_spawn_points

Post by PrBlahBlahtson » Fri Mar 01, 2013 8:08 pm

Strange. I know with Fafnir/Nidhogg, he'll stay in the air as long as you engage him, and he doesn't get a chance to auto-attack.

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