void main()
{
object oNonPartyFollower = CreateObject(OBJECT_TYPE_CREATURE, R"my_nonpartfollower.utc", GetSafeLocation(GetLocation(GetHero())));
AddNonPartyFollower(oNonPartyFollower);
}
Does fire immediately when used like above but when I use this script like below,
object oNonPartyFollower = CreateObject(OBJECT_TYPE_CREATURE, R"my_nonpartfollower.utc", GetSafeLocation(GetLocation(GetHero())));
{
AddNonPartyFollower(oNonPartyFollower);
}
object oNonPartyFollower1 = CreateObject(OBJECT_TYPE_CREATURE, R"my_nonpartfollower1.utc", GetSafeLocation(GetLocation(GetHero())));
{
AddNonPartyFollower(oNonPartyFollower1);
}
object oNonPartyFollower2 = CreateObject(OBJECT_TYPE_CREATURE, R"my_nonpartfollower2.utc", GetSafeLocation(GetLocation(GetHero())));
{
AddNonPartyFollower(oNonPartyFollower2);
}
With this, these "my_nonpartfollower"s will seldom follow, only one of them follow or none of them follow. I always want them to follow. If they don't follow, I have to load my savegame right before to that spawn. What should I do? I think part of this "stuck" is just overflow like too many "nonpartyfollowers" listed in the system. I will be eager to try if there's any scripts for removing dead "my_nonpartfollower"s to make spaces for new "my_nonpartfollower"s to take place. Please Help.
Also Is there a script to spawn multiple friendly creatures besides createpool?
Modifié par AnnoyingDisplayName, 06 janvier 2010 - 02:45 .





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