require("global"); properties = { permissions = 0, parameters = "d", description = "Spawns a actor", } function onTrigger(player, argc, actorClassId, width, height) if (actorClassId == nil) then player:SendMessage(0x20, "", "No actor class id provided."); return; end local pos = player:GetPos(); local x = pos[1]; local y = pos[2]; local z = pos[3]; local rot = pos[4]; local zone = pos[5]; <<<<<<< HEAD actorClassId = tonumber(actorClassId); if (actorClassId ~= nil) then zone = player:GetZone(); local w = tonumber(width) or 0; ======= actorClassId = tonumber(actorClassId); if (actorClassId ~= nil) then local w = tonumber(width) or 0; >>>>>>> ioncannon/quest_system local h = tonumber(height) or 0; printf("%f %f %f", x, y, z); --local x, y, z = player.GetPos(); for i = 0, w do for j = 0, h do <<<<<<< HEAD actor = zone:SpawnActor(actorClassId, "test", x + (i - (w / 2) * 3), y, z + (j - (h / 2) * 3), rot); actor.SetAppearance(1001149) end end end if (actor == nil) then player:SendMessage(0x20, "", "This actor class id cannot be spawned."); end ======= actor = player.CurrentArea:SpawnActor(actorClassId, "test", pos[0] + (i - (w / 2) * 3), pos[1], pos[2] + (j - (h / 2) * 3), pos[3]); actor.SetAppearance(1001149) end end end if (actor == nil) then player:SendMessage(0x20, "", "This actor class id cannot be spawned."); end >>>>>>> ioncannon/quest_system end;