So, without npcserver is there a way to use putnpc and save the level with the npc on it? and what is the proper use of //#CLIENTSIDE and //#SERVERSIDE
Without an NPC-Server, do not use //#CLIENTSIDE
//#SERVERSIDE does not exist.
Putnpc, playerhearts, setlevel2, and etc work without an NPC-Server.
It’s only NPC-Server driven commands (putnpcs2, timevar2, with( ){ }) that will not work.
No there is not a way to save a level with an putNPC on it.
No serverside commands work without an npc-server. The npc-server, by definition, allows serverside commands. It seems like you don’t have a good understanding of old Graal, before the npc-server was created, as a lot of the examples you give are actually clientside commands.
server.flags have been in Graal forever, and predate the npc-server. clientr.flags and serverr.flags are new constructs added by the npc-server. They are flags that can only be set by serverside scripts, or via RC. Our gserver does support them. If you attempt to modify a clientr.flag or a serverr.flag, the server will ignore the request. The only way to set them is via RC.
addweapon doesn’t work, but I have created a triggeraction hack to simulate addweapon behavior:
triggeraction 0,0,gr.addweapon,weapon1,weapon2,weapon3,and so on;
join support has been hacked in too. join myclass; will add the code from myclass.txt to the NPC.
Okay thanks Nalin and Beholder, I actually have more experience with old scripting than new, its just i never actually got the chance to have something online other than 1.39 so I didn’t get to screw around with it much. That answers the questions I have except for the one about if it is possible to use putnpc and have it save onto the .nw file…
Basically what my original problem is, is that I am using showimg and what is happening is that if someone else is on the same map with the same npc, it overlaps the images, and offsets one to the left a little bit. I have no idea why this is happening. I threw //#CLIENTSIDE in there at the recommendation of someone, which is now promptly coming out.
Any ideas why this is bugging? I load the client. strings into this. variables so i can mess with them math-wise and then re-setstring the client. strings…
Nalin, you’re the man! I knew about that a long time ago but was lost to the crevaces in my brain…
___Merged doublepost__________________
any idea why my npcs are showing up with positive index values in testplayer? and why my players aren’t showing up with a correct index under testplayer?