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[Question] Checking a Map for Mobs [5165]

Discussion on [Question] Checking a Map for Mobs [5165] within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[Question] Checking a Map for Mobs [5165]

Hey Everyone =P

#resolved ^^
thx peoples
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Old 03/02/2010, 23:45   #2
 
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Well if they kill it and another one spawns as im guesing is what you are trying to say go to mob.cs some where where mobs die/get killed check for mobid == Gandorman return; so it wount spawn again
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Old 03/02/2010, 23:55   #3
 
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Quote:
Originally Posted by -NewDawn- View Post
Hey Everyone =P

First: I just want to say that I logged on today and saw like, 8 topics of Decker asking for help and it just made me laugh.


Second: My Question
So basicly, I've been coding Ganoderma and Titan and I've got it so that it appears like it should and drops rare exp pots like it should. It works- BUT if it's not killed, ANOTHER Ganoderma / Titan will appear right next to it in the next hour.

How do I check the map for a Mob ID and say a basic statement like this:
Code:
if (Map !contain MobID 133)
{
spawn code (which I have already completed)
}
else 
break;


Or we can always make it so the other one disappears ... is there a code that removes a spawn? o.O
Your pathetic.
Was that even neccessary at all?
No, it was not.
#reported
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Old 03/03/2010, 00:06   #4
 
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@lol at OP.

you could just make it spawn every hour synchronizing with datetime. although i don't use it.
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Old 03/03/2010, 00:07   #5
 
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Quote:
Originally Posted by Decker_ View Post
Your pathetic.
Was that even neccessary at all?
No, it was not.
#reported
uh...
#reported
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Old 03/03/2010, 00:18   #6
 
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Quote:
Originally Posted by o sTriiDe View Post
@lol at OP.

you could just make it spawn every hour synchronizing with datetime. although i don't use it.
Yah, I already did that. i just don't want multiple spawns- but it does that in rl co so i guess i could keep it...
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