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| author | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2011-02-26 12:18:58 +0100 |
|---|---|---|
| committer | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2011-03-09 01:24:34 +0100 |
| commit | 1151e39d73793923ecd7a044e7116e6d2077c756 (patch) | |
| tree | 01f249984e2e9537695d736d9dc2e09a68bcb938 /example/serverdata/scripts/bomtest.lua | |
| parent | 2cfd2275df4639d7a29330726f5420e2432c63b1 (diff) | |
| download | manaserv-1151e39d73793923ecd7a044e7116e6d2077c756.tar.gz manaserv-1151e39d73793923ecd7a044e7116e6d2077c756.tar.xz manaserv-1151e39d73793923ecd7a044e7116e6d2077c756.zip | |
Show a way to make monsters speak at spawn time.
Even when events are inserted before game state update time,
the monsters don't speak since they still don't have an id (-1).
As I thought that reworking the mapcomposite engine for that particular
point was ineffective, here is another working way to make monsters
speak at spawn time by using the schedule_in function with
0.3 second (or 3 ticks).
Resolves: Mana-Mantis #205.
Reviewed-by: Thorbjorn.
Diffstat (limited to 'example/serverdata/scripts/bomtest.lua')
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