custom mob_spawn_points
custom mob_spawn_points
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Last edited by gedads on Wed Oct 09, 2013 2:10 pm, edited 2 times in total.
Re: custom mob_spawn_points
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Last edited by gedads on Wed Oct 09, 2013 2:10 pm, edited 1 time in total.
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Re: custom mob_spawn_points
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
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
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: custom mob_spawn_points
yes 1 makes it fly, but for some reason , maybe Y pos , it fly for a few seconds then land.
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- Developer
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Re: custom mob_spawn_points
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.
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.