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I added the command, it is returning to the savepoint, plus the atcommand script "@alive "+strcharinfo(0); it is not being interrupted, taking the character back to the pvp map.
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*savepoint("<map name>", <x>, <y>) This command saves where the invoking character will return to upon 'return to save point', if dead or in some other cases. The two versions are equivalent. Map name, X coordinate and Y coordinate should be perfectly obvious. This ignores any and all map flags, and can make a character respawn where no teleportation is otherwise possible. savepoint("place", 350, 75); By using savepoint on the script, one can set up a logic of having the spawn point being map 'A' during a session of the event, and having a trigger to change it to map 'B' if another event happened. Can tweak it to your use case, for example setting Prontera as savepoint once landing or being warped to the pvp map.
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I have a script that resurrects in pvp when the player dies in a countdown. But if the character is dead and selects to go to prontera, he returns to pvp. How to adjust the script so it comes out promptly. OnPCDieEvent: if( strcharinfo(3) == "pvpamap" ) { sleep2 1000; } end; } Where to change so that when he clicks back to ready, the script does not take him back to pvp
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