I dont know anything about this,but you could try do what I think CO/TQ did. First define 2 different coordinates, truecoord or falsecoord ( just an example ). The truecoord,player can walk on and all that,at falsecoord,they just be there,you cant walk to/on them,etc..
Now,at ur /addspawn or w/e command, code so it would only spawn monster at truecoords
Now your done.
P.S : You need a bit of C# / c++ experience to do this.
lol?well...i think not only hybrid or coemu source has the DMap thing....the future reloaded has that too.
I never said it didn't have it, I just said the algorithm sucks (It RAPES memory, so does the CoEMU one, they use around 200mb of memory, mine uses 62mb).
I never said it didn't have it, I just said the algorithm sucks (It RAPES memory, so does the CoEMU one, they use around 200mb of memory, mine uses 62mb).
How to move your EXP 07/09/2009 - CO2 Weapon, Armor, Effects & Interface edits - 9 Replies /ini/info.ini (file to edit)
ORIGIONAL
Exp_XPos=275
Exp_YPos=675
AddExp_XPos=365
AddExp_YPos=675
My New Location
[Help]Monsters move through everything 09/13/2008 - CO2 Private Server - 31 Replies On loft monsters move on areas reg chars cant, like they can walk through
buildings, walls, over water, etc.
How do u go about fixing it so monsters can not move on and through things
that they shouldnt b able too