Sometimes my puller dies... And when I am in the kitchen or paying attention to something else, would be nice for one of the characters to go get him. This does it. Simple routine, and I have one of my characters invis up and go get him. Drags corpse back to camp and a cleric or rezzer takes it from there.
Of course, if there are see-invis aggros on the path, you likely get another dead PC, but hey, you can't have everything...
JJB
Here it is:
Of course, if there are see-invis aggros on the path, you likely get another dead PC, but hey, you can't have everything...
JJB
Here it is:
Rich (BB code):
|: --------------------------------------------------------------------------------------------
|: SUB: gogetCorpse
|: --------------------------------------------------------------------------------------------
sub gogetCorpse(string MoronWhoDied)
/declare numcorpses int inner 0
/declare loopcorpse1 int inner 1
/declare loopcorpse2 int inner 1
/declare Corpse2Dragnow string inner
/varcalc numcorpses ${SpawnCount[corpse pc radius 600]}
/for loopcorpse1 1 to ${numcorpses}
/varset Corpse2Dragnow ${NearestSpawn[${loopcorpse1}, corpse radius 600].Name}
/if (${Corpse2Dragnow.Find[${MoronWhoDied}'s corpse]}) {
/goto :getCorpse
}
/next loopcorpse1
|: There is no corpse... leave the subroutine
/return
:getCorpse
/casting "Circlet of Umbra"
/delay 1s
/target ${MoronWhoDied}
/echo found ${MoronWhoDied}...
/nav target
/delay 100 ${Math.Distance[${Target.Y}, ${Target.X}, ${Target.Z}]}<5
/nav stop
/corpse
/echo nav loc 13 corpse pull
/nav locxyz ${XposCamp} ${YposCamp} ${ZposCamp}
:RunBack
/corpse
/if (${Math.Distance[${YposCamp},${XposCamp}]}>=10) /goto :RunBack
/return
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