Re: JAB YOUR ARE A FU** GOD !!!!!!!!!!
Posted: Mon Mar 25, 2013 5:49 pm
Had a crash a few minutes ago and I had sadly forgot to attach a debugger when I started the server today so no clue what happened, will go over the server log in a little to see if it has any clues but not counting on it. Also thanks all for testing it out, it is working a lot better then I had hoped and seems to be well received so far, I will see about getting it to the functionality of what we have on SVN so I can commit it now.
2 - Yes there was a hardcoded define for max chase distance, I believe it was set to 80 and that is what I am using to determine when they need to run back.
2 - I noticed on newer clients there seems to be an issue with the spawn dropping below ground if they try to go up a hill. Not sure how to handle this yet as the server has no geometry to properly place the spawn and setting it to the same as the players may cause issues if/when the player jumps.
2 - I will see what I can do about setting there heading back to normal once they return.
1 - I will look into making them respond faster after their target moves out of range.Zcoretri wrote: Couple of observances from me. I would like to see the spawn you are engaged with, when you move away from it, that it respond slightly quicker to come back at you. That can probably be tweaked later on if need be.
The second is, is there code for the spawns to stop attacked you after running away from them after a certain distance from their spawn point? I dragged toxic crawlers to the the guards, who promptly put a beat down on the crawlers, lol.
2 - Yes there was a hardcoded define for max chase distance, I believe it was set to 80 and that is what I am using to determine when they need to run back.
1 - Interesting, will look into that and hopefully that might fix some of our issues with the cast bar being stuck open.alfa wrote: 1 - Sometimes, I think it's when you kill a mob with riposte or other and casting a skill to, the cast bar still show (full) and you cannot cast another spell, just enable/disable auto attack.
2 - On Queen Colony, have a big aggro, run away (long distance), seem to mobs go away, I stop, and was killing by invisible mobs, it show me damage, auto target NPC cause he hit me but don't see it (maybe underground) but whit the distance I do they should have return to spawn point.
2 - I noticed on newer clients there seems to be an issue with the spawn dropping below ground if they try to go up a hill. Not sure how to handle this yet as the server has no geometry to properly place the spawn and setting it to the same as the players may cause issues if/when the player jumps.
1 - I use the spawns max speed when they engage in combat, not sure where max speed gets set though I saw a hardcoded value of 8 which I can adjust lower if all spawns are to fast. Otherwise we may need to add a lua function or db field for max speed if there isn't one already.John Adams wrote: 2 things I notice just off the bad, as I mentioned speed. I think they are running a little too fast, maybe. We have those speed offsets that we continually mess with release to release, so we might need to calc based on client version, if we do not already (I am on 1205)
Second, when a spawn runs back to it's spawn point, they need to turn to face their spawned heading. Otherwise, they look perfect.
2 - I will see what I can do about setting there heading back to normal once they return.
This will have to go on a to-do list for right now as this will be a custom brain. I could use this as another example on how to overwrite the default brain once I get everything else up and running like it should.alfa wrote: About NPC mouvement, don't forget anti kitting, it was implemented in 2007 as far as I remember.