Bug ID: 331 - Zero delay in a pathing script still isnt working properly
Bug Date: 2009-12-12 23:42:39
Originated From World: Sytherian Legends (190)
Category: Mechanics
Sub-Category: Pathing
Causes a Crash: Affects gameplay
Reproducible: Always Happens
Version: SOEBuild=5916L
Details:
Although it no longer causes the script to stop, when using 0 as a delay the creature still stops and causes teleports when the creature tries to catch up to the script. If the creature is flying (like aviaks), they land at every 0 delay as well.
Spawn: a Kluthu treeguard (33), Zone: Scar Crescent
BugID: 331 (John Adams) Zero delay in a pathing script
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: BugID: 331 (LethalEncounter) Zero delay in a pathing script
Just wanted to test that bugs coming from Custom Servers also work 
- ZexisStryfe
- Posts: 1026
- Joined: Thu Jul 26, 2007 6:39 am
- EQ2Emu Server: Sytherian Legends
- Location: Connecticut
- Contact:
Re: BugID: 331 (LethalEncounter) Zero delay in a pathing script
what? don't believe me? 
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Re: BugID: 331 (LethalEncounter) Zero delay in a pathing script
no.ZexisStryfe wrote:what? don't believe me?
Who is online
Users browsing this forum: No registered users and 0 guests


