Guest Posted March 3, 2019 Share Posted March 3, 2019 How do I make it so after a certain NPC spawns, it despawns after x milliseconds? (e.g. 10,000)  I would like to use this to make a necromancer spell and I don't want EVERY NPC ON THE MAP to despawn  thanks Link to comment Share on other sites More sharing options...
1 AccurateNoodle Posted March 3, 2019 Share Posted March 3, 2019 3 minutes ago, Xenogene said: How did you make the npc despawn? When using a common event to spawn an NPC, adding a despawn NPC command right under doesn't affect map NPC's for me Xeno 1 Link to comment Share on other sites More sharing options...
1 Xeno Posted March 3, 2019 Share Posted March 3, 2019 3 hours ago, The Bunny Gamer said: How do I make it so after a certain NPC spawns, it despawns after x milliseconds? (e.g. 10,000)  I would like to use this to make a necromancer spell and I don't want EVERY NPC ON THE MAP to despawn  thanks Not possible until source. Essentially this would be a pet/summoning system, and would need an editor to control. Doing it exclusively through events, would be bad even if an alteration to the event system could be made to despawn only 1 npc. Reason being, what happens when you warp or move across an npc avoid? Your pseudo pet no longer follows you, so it's not a true pet system. With a proper system in place, you could easily summon the necromancer pet via skill (have a set duration etc) without headache. Link to comment Share on other sites More sharing options...
0 Guest Posted March 3, 2019 Share Posted March 3, 2019 4 hours ago, Xenogene said: easily summon the necromancer pet via skill (have a set duration etc)  A set duration? I'm already using it as a skill, but I don't see duration... Am I missing something??? Link to comment Share on other sites More sharing options...
0 Zetasis Posted March 3, 2019 Share Posted March 3, 2019 What @Xenogene is saying is that you need a proper pet system in place to do this. There is currently no proper pet system in intersect.  Now, using events as you have, you can set a timer with the wait command. After that simply have it despawn the npc that has been spawned.  Xeno 1 Link to comment Share on other sites More sharing options...
0 Xeno Posted March 3, 2019 Share Posted March 3, 2019 Just now, Zetasis said: What @Xenogene is saying is that you need a proper pet system in place to do this. There is currently no proper pet system in intersect.  Now, using events as you have, you can set a timer with the wait command. After that simply have it despawn the npc that has been spawned.  Unfortunately the events do not allow for despawning a specific npc, at least yet. However, in theory that would be one way to do it. Link to comment Share on other sites More sharing options...
0 AccurateNoodle Posted March 3, 2019 Share Posted March 3, 2019 I did this.. For one you'll need a separate NPC and for two it can't follow you if that's what you're after. Link to comment Share on other sites More sharing options...
0 Xeno Posted March 3, 2019 Share Posted March 3, 2019 Just now, Jay_Taliel Studios said: I did this.. For one you'll need a separate NPC and for two it can't follow you if that's what you're after. How did you make the npc despawn? Link to comment Share on other sites More sharing options...
0 Xeno Posted March 3, 2019 Share Posted March 3, 2019 Just now, Jay_Taliel Studios said: When using a common event to spawn an NPC, adding a despawn NPC command right under doesn't affect map NPC's for me Ok, I'm not sure if that's the intended use, but at least it works. Maybe @jcsnider can chime in? AccurateNoodle 1 Link to comment Share on other sites More sharing options...
0 AccurateNoodle Posted March 3, 2019 Share Posted March 3, 2019 Just now, Xenogene said: Ok, I'm not sure if that's the intended use, but at least it works. Haha yeah, it's pretty cool also. You can summon minions that attack Link to comment Share on other sites More sharing options...
0 AccurateNoodle Posted March 3, 2019 Share Posted March 3, 2019 @The Bunny Gamer To answer your question fully, here's what you'll need. It's simple. Â A common event that will spawn and despawn the NPC after some set time. Â Then the spell that runs this event. Â Â That's it, tweak it to your needs... Â *Note it cannot follow you. Link to comment Share on other sites More sharing options...
0 Kibbelz Posted March 3, 2019 Share Posted March 3, 2019 You will only spawn and despawn npcs that have been spawned via the event system. So this discludes map npcs. AccurateNoodle 1 Link to comment Share on other sites More sharing options...
0 Guest Posted March 3, 2019 Share Posted March 3, 2019 1 hour ago, Jay_Taliel Studios said: When using a common event to spawn an NPC, adding a despawn NPC command right under doesn't affect map NPC's for me  THANKS! Link to comment Share on other sites More sharing options...
0 Khaikaa Posted March 3, 2019 Share Posted March 3, 2019 1 hour ago, The Bunny Gamer said: Â THANKS! Â Be carefull with that, the way events run may stop the despawn if the player dies/warps before that momment, and the npc would be there until someone kills it or until some other player runs a npc despawn command. AccurateNoodle 1 Link to comment Share on other sites More sharing options...
0 AccurateNoodle Posted March 4, 2019 Share Posted March 4, 2019 Having a switch "playerIsDead" could be used to fix that problem I believe Link to comment Share on other sites More sharing options...
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How do I make it so after a certain NPC spawns, it despawns after x milliseconds? (e.g. 10,000)
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I would like to use this to make a necromancer spell and I don't want EVERY NPC ON THE MAP to despawn
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thanks
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