removecompus and onlineness?

it doesn’t seem to work online… here’s my script:

if (playerenters&&diedatspider){ removecompus; this.i = 0; this.goingup = 0; putnpc shadow.gif,shadow.txt,x+.5,y+3.5; this.flasher = 0; // Initialize the attributes showcharacter; setcharprop #3,head0.png; setcharprop #C0,orange; setcharprop #C1,white; setcharprop #C2,blue; setcharprop #C3,red; setcharprop #C4,black; setcharprop #2,shield1.gif; shieldpower = 1; dir = 2; say2 The spider can't stand fire, #bhere are some bombs.; if (playerbombs < 6){playerbombs += 6} unset diedatspider; timeout = 0.05; } if(timeout&&this.flasher%5==4&&this.goingup==0){ y += 0.1; this.i += 1; if (this.i==5){this.goingup = 1;} } if(timeout&&this.flasher%5==4&&this.goingup==1){ y -= 0.1; this.i -= 1; if (this.i==0){this.goingup = 0;} } if (timeout&&!this.flasher%2==0){ show; timeout = 0.05; this.flasher += 1; return; } if(timeout&&!this.flasher%2==1){ hide; timeout = 0.05; this.flasher += 1; flash = 0; }

Would hitcompu work instead?

removecompus does work. What server version are you using o_0 and also, have you made sure your script is even reaching removecompus? I see you’ve got a condition there(‘diedatspider’)

Yes it does, the guy appears.
I might be using an old version…
is 2.4.0 the latest?

Also this is on a setmapped level… could it be the cause?

it should work in bmap. i think the problem is the condition.

It works offline though.

There’s often a bit of lag associated with scripts online. Therefore this makes somethings work while others don’t.

Try

if (playerenters){
  sleep 1.5;
  removecompus;
}

If that then works then you’ll know it’s lag so then you could do something like

if (playerenters){
  this.clearedBaddies = 0;
  timeout = 0.05;
}

if (timeout){
  if (compuscount > 0 && this.clearedBaddies == 0){
    removecompus;
    this.clearedBaddies = 1;
  }
  timeout = 0.05;
}

Tnx, i’ll try that.

Let us know if it was the issue for future reference please.

This should do it but it doesn’t remove compus…

// Graal2002 NPC by Stefan Knorr
if (playerenters&&diedatdragon){
removecompus;
timeout = 0.05;

  // Initialize the attributes
  showcharacter;
  setcharprop #3,head0.png;
  setcharprop #C0,orange;
  setcharprop #C1,white;
  setcharprop #C2,blue;
  setcharprop #C3,red;
  setcharprop #C4,black;
  setcharprop #2,shield1.gif;
  shieldpower = 1;
  dir = 2;
  setcharani gurufloating,;
  say2 The dragon spits fire but learns #b soon not to swallow it;
}

if(timeout&&compuscount>0){
removecompus;
timeout = .05;
}

This happens after a player dies and is warped to another level… that must be why.

EDIT:
It worked now, no idea why.