Hey, If I spawn something via a connecter, like a monster. How to know its ID?. Because I need to destroy it later.
if there is no way, then I must spawn the monster with a script to give it a IDname so then I do can :destroy it later?.
But bah, I hope there is a way via the spawner too? ( Like the spawner would check for current ID's and would add nameID_x +1 value.?)
Maybe something for AH to update it later? Sure helps alot of scripting time.
Greetz me
Edit: Meaning: If i place a spawner, and i got 2 snails already in game. So, I got a snail_1 and a snail_2 , so I got 2 snail ID's in game. The dropdown menu of the spawner should then show "snail_3" not just "snail" It would really speed things up<3
Does that make sense? Ofcourse same goes for all the other things that can be spawned.
If the dungeon editor doesn't support this could A.H please update the editor<33333
Question about "spawner"
Re: Question about "spawner"
One way to do this is to not use a spawner, and to give it a custom ID.trancelistic wrote:Hey, If I spawn something via a connecter, like a monster. How to know its ID?. Because I need to destroy it later.
if there is no way, then I must spawn the monster with a script to give it a IDname so then I do can :destroy it later?.
Code: Select all
spawn("snail", 1,1,1,1,"my-custom-snail")Or... if spawning a bunch:
Code: Select all
for x = 1,10 do
spawn("snail", 1,1,1,1,"my-custom-snail_"..x)
end-
trancelistic
- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: Question about "spawner"
Thanks for the reply.
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trancelistic
- Posts: 275
- Joined: Sat Jun 16, 2012 5:32 am
Re: Question about "spawner"
You're great with the replies But even with your help I didn't fixed my problem.Isaac wrote:One way to do this is to not use a spawner, and to give it a custom ID.trancelistic wrote:Hey, If I spawn something via a connecter, like a monster. How to know its ID?. Because I need to destroy it later.
if there is no way, then I must spawn the monster with a script to give it a IDname so then I do can :destroy it later?.This lets you access the snail later... my-custom-snail:destroy()Code: Select all
spawn("snail", 1,1,1,1,"my-custom-snail")
Or... if spawning a bunch:
I don't think that there is a way to use the spawner to set or detect an ID; but... One could contrive a situation to check the cell just after the spawner spawns the monster, and use entitiesAt() to check for a monster in the cell (usually just one), and that would give access to the name. For example, you could place a hidden plate under the spawner (activated only by monsters), that calls a script to check the id of the monster that stepped on the plate, but this method would not work for monsters that fly.Code: Select all
for x = 1,10 do spawn("snail", 1,1,1,1,"my-custom-snail_"..x) end
Its ok however. I plan to make a normal dungeon anyhows. Nothing to kinky. <3 I've seens post of players who where even stuck in LoG1 not to mentium LoG 2 with its riddels.
thats whY i plan to make a more simple dungeon like in the old days. I hope people will try it 1 day.