From 95892027052d6123805a16e12dbd12ec44d3b85d Mon Sep 17 00:00:00 2001 From: shennetsind Date: Fri, 14 Mar 2014 14:32:07 -0300 Subject: Follow up 1007d606645c16d5246761976b7648809edb8b1d A bonus. Fixed unitwalk's non-x/y possibility, NPCs can now be set to chase players around for as long as they keep walking, which opens a number of possibilities e.g. help npc y get thru z. Signed-off-by: shennetsind --- doc/script_commands.txt | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) (limited to 'doc') diff --git a/doc/script_commands.txt b/doc/script_commands.txt index ada57d783..dc09256c5 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -5926,12 +5926,11 @@ and will return the following values: --------------------------------------- *unitwalk ,,; -*unitwalk ,; +*unitwalk ,; This is one command, but can be used in two ways. If only the first argument is given, the unit whose GID is given will start walking towards -the map with the given mapid (we believe these are the map-indexes found -in db/map_index.txt). +the target whose GID is given. When 2 arguments are passed, the given unit will walk to the given x,y coordinates on the map where the unit currently is. @@ -5941,9 +5940,8 @@ Examples: //Will move/walk the poring we made to the coordinates 150,150 unitwalk .GID,150,150; -//Will move the poring towards alberta (if my assumed map-indexes are -//correct). - unitwalk .GID,3; +//NPC will move towards the attached player. + unitwalk .GID,getcharid(3);//a player's GID is their account ID --------------------------------------- -- cgit v1.2.3-60-g2f50