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Re: Combat - Phase 1 Testing

Posted: Sun Jul 26, 2015 10:57 am
by Glenzig
I noticed this morning that the Wasplings have an ago range that seems pretty spot on. Somewhere between 10-15 meters. The Azebaj wasps that are further down toward the water are listed as aggressive, but do not agro at all. Not sure if this is a big deal at this point. Just wanted to inform.
I'll try to check out some of the other wasps that are attack able and see if the have an agro range.

Everything with auto attack has went well so far with all charcaters since yesterday. The only issue I have seen is the auto target feature. When you have multiple mobs on you, your target should switch to the next mob to hit you as they die. This isn't happening for me. Again, not sure if this is a concern, or a priority, but it does have to do with combat so I wanted to let you know.

Re: Combat - Phase 1 Testing

Posted: Sun Jul 26, 2015 11:17 am
by zippyzee
There is no multi-encounter support just yet, but it is in my short list. For now consider it a one-at-a-time system and any additional aggro creatures are not handled very well.

The other bees are listed as aggressive because they share the same faction as the wasplings. They have no aggro range set in the database, so they are not yet aggressive to you.

Yes, many things to work out!

Re: Combat - Phase 1 Testing

Posted: Sun Jul 26, 2015 11:19 am
by zippyzee
Patch notes for new commit (1416) for when it goes live:

Significant combat changes. Leashing now prevents npcs from aggroing (bye bye trains). Leashing npcs now follow an actual path back to reset position. Added support for Z-axis and npcs will now go up and down hills during combat. Loosened "facing target" somewhat but still needs work. Changed distance checks to a simpler formula to help with performance. Aggro mobs will now show as your target if you have nothing else targeted (more to come). Fixed npcs having issues landing back on their origin (they would travel past too quickly and miss). Fixed npcs to stop movement short of you rather than get on top of you.

Also, I think I've fixed the visual artifacts of npcs going off in the distance even when they have not done so physically.

Re: Combat - Phase 1 Testing

Posted: Sun Jul 26, 2015 8:41 pm
by Valorith
[quote="zippyzee":1zj9byr9]Patch notes for new commit (1416) for when it goes live:

Significant combat changes. Leashing now prevents npcs from aggroing (bye bye trains). Leashing npcs now follow an actual path back to reset position. Added support for Z-axis and npcs will now go up and down hills during combat. Loosened "facing target" somewhat but still needs work. Changed distance checks to a simpler formula to help with performance. Aggro mobs will now show as your target if you have nothing else targeted (more to come). Fixed npcs having issues landing back on their origin (they would travel past too quickly and miss). Fixed npcs to stop movement short of you rather than get on top of you.

Also, I think I've fixed the visual artifacts of npcs going off in the distance even when they have not done so physically.[/quote:1zj9byr9]


Awesome work!

Re: Combat - Phase 1 Testing

Posted: Tue Jul 28, 2015 12:43 pm
by Sile
Has that already been implemented? I've been leashing mobs and none of them have been resetting correctly; the hostile Wasplings no longer aggro and nothing is attackable. The hit box still seems to be at the reset point (as in not under the world in relation the model) as it doesn't spam me with "You're too far away to do that" when I go to attack, the mobs themselves just become completely unresponsive. It would seem that they become permanently stuck in their script to path back to spawn peacefully even once they reach there.

Re: Combat - Phase 1 Testing

Posted: Tue Jul 28, 2015 1:41 pm
by zippyzee
I must have done something...I'm looking into it now.

Re: Combat - Phase 1 Testing

Posted: Tue Jul 28, 2015 2:16 pm
by zippyzee
I have that fixed and it will be in the next commit (committed now--rev 1428). They were not quite able to land where they needed to (just missing by a very short distance) and never getting the ok to reset the leashing variable to allow combat again. I changed the movement code just a bit to make sure they keep nudging to the final destination. This was easy to overlook when the leasing variable was not checked (they were close, after all!) but as you noted close is not exact.

Re: Combat - Phase 1 Testing

Posted: Tue Jul 28, 2015 6:31 pm
by Sile
Excellent! So close, yet so far away, eh?

A few more minor notes:

- The Wasplings occasionally tend to immediately reaggro upon my immediate release and respawn nearby after killing me (outside of normal aggro range, obviously) presumably due to not fully resetting. I've been suiciding quite a bit but only managed to produce this twice.

- I can camp out while getting beat on though it might have always been that way.

- I've gotten the "Can't see your target" with the Wasplings on ostensibly level terrain with me. This was most easily reproducible by pulling up the Khal ramps and onto the tiles. I took a couple screenshots of this.

Re: Combat - Phase 1 Testing

Posted: Tue Jul 28, 2015 6:53 pm
by Sile
Update: I figured out how to reproduce the first one. If I release within a Waspling's aggro range it will reaggro and "chase" me over to my spawn. Not a resetting issue after all.

Re: Combat - Phase 1 Testing

Posted: Mon Aug 03, 2015 8:40 pm
by Amnath
This is not strictly about the combat but, concerning the loot--which I trust you will wisely vaporize from my clutches someday--there might have been a lag spike and the loot window didn't open. So, when I clicked it again, I got "you are already looting a corpse"--which was normal on live when you got really bad lag. However, even after that corpse rotted, I was stuck in the loop and could not loot any more. Seems like there needs to be something internally that toggles off the "looting state".