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custom mob_spawn_points
Posted: Thu Feb 28, 2013 8:02 am
by gedads
outdated
Re: custom mob_spawn_points
Posted: Fri Mar 01, 2013 2:50 am
by gedads
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Re: custom mob_spawn_points
Posted: Fri Mar 01, 2013 3:07 pm
by PrBlahBlahtson
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
Re: custom mob_spawn_points
Posted: Fri Mar 01, 2013 3:34 pm
by gedads
yes 1 makes it fly, but for some reason , maybe Y pos , it fly for a few seconds then land.
Re: custom mob_spawn_points
Posted: Fri Mar 01, 2013 8:08 pm
by PrBlahBlahtson
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.