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Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 3:38 am
by elcapitan
It has been a while :)

Starting from: Isle of Dawn
Class: Necromancer

Issues:
My abomination, automated assist/guard options sometimes stops working (re-applying does not work)
Manual actions attack/follow/etc still work though.

Deconstruction Kit from General Good not working.

While conversing with the NPC and going though Quest dialogue or Interacting with Items.
In-game actions no longer respond.
I can move around (I still see myself moving as well via my other account) but I can no longer interact with things/NPCs.
Nor do I see updates from other characters moving around.
I cannot log off. I have to exit the game and re-enter and it will work again.
Whilst doing this sometimes my character doesn't show up in the character select menu.
On the 2nd or 3rd launch my character shows up (possibly timeout wait).
Though in my last instance, when selecting play it would stay stuck on "Logging on Elcapitan..."
Server is up, so is the chunk, my other account is still logged in.
I'll try again tomorrow to continue :) [could be my internet, i didn't check the latency and someone might have been downloading]

It was my internet at the time :P

Path to Earth Den
- Hobgoblin Watchers, don't use their bows. They run up and an melee hit me.

Earth Den
- Hobgoblin Defenders near NPC Koi Le Trueverse, continue taunt animations meant for NPC during battle. (no they ain't making fun of me :P)

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 12:24 pm
by Jakkal
Pets: They're in a very early state. I don't know the exact details of it though. I just know it only partially works.

Decon kits haven't been implemented yet. A lot of items have not been scripted yet - most of those that are scripted are related to quests. If you get an item and it doesn't work, you don't need to bug report it. Items are a low priority currently.

I can't say anything about your in game troubles, I don't do tech support. However, if things suddenly stop, there's a really good chance that a GM is on and reloading scripts at that time (Not all of them show up to all players, currently only spawnscript reloads show up). Could also be lag or other internet problems.

Hobgoblin Watchers: Mobs don't have any attacks other than auto attack and sometimes use Taqmir's bolts.

Defenders: Currently there's no way to turn off animations on combat. So any mobs set to animate will continue to animate regardless of what else they're doing.

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 4:00 pm
by Moldew
Earth Den
- Hobgoblin Defenders near NPC Koi Le Trueverse, continue taunt animations meant for NPC during battle. (no they ain't making fun of me :P)
Defenders: Currently there's no way to turn off animations on combat. So any mobs set to animate will continue to animate regardless of what else they're doing.

You can stop all NPC animations using ClearSpawnCallbacks(Npc). I put in a IsInCombat() check and it worked fine - the NPC doesn't do the taunt animations while fighting now. Only problem is restarting the animations if you die instead of the NPC. I presume you can put in a callback to spawn() every x seconds in case that happens. I've done this on a few NPCs in Mekalia that are in an animation loop that I wanted to stop for some reason and then restart later.

Note: There is a DEBUG - Error when fighting these particular mobs. I didn't look into the cause of that yet. It randomly pops up with or without an IsInCombat() check.

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 5:05 pm
by Jakkal
Yeah that error is why we had to remove it. There was also another issue with it, and I don't exactly recall what it was. But it ended up with us just letting them play their animation even when fighting.

The thing that clears all callbacks was definitely messing it up though (And I think that was even put on the server so it wasn't even necessary to put in the individual scripts either).

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 6:12 pm
by Moldew
Hmm, that is super weird. Thanks for that info. I'll experiment with some of my gnome army and see if there's something that can be done using LUA.

Thanks!

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 6:15 pm
by Jakkal
Oncalupe probably remembers what the main issue was better than me, I'm not sure if it ever got fixed. But it seems like the problem was that once combat turned off callbacks, all callbacks would be off from then on until the mob respawned. This was trouble for any mob that had to do something when it died or if it was leashed, or the player died.

It might not affect non-combat NPCs.

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 6:32 pm
by elquar
Chello

I can explain this portion of this players issues:

"While conversing with the NPC and going though Quest dialogue or Interacting with Items.
In-game actions no longer respond.
I can move around (I still see myself moving as well via my other account) but I can no longer interact with things/NPCs.
Nor do I see updates from other characters moving around.
I cannot log off. I have to exit the game and re-enter and it will work again."

This happens to me after I submit a bug report. Only way to fix is to hit camp command by typing it(you will not see the timer nor text you typed) or through the menus option to camp. In either way you will not see the timer counting down and you will be able to move around but not interact with game. it does take a while to actually end up camped out. This works for me every time i have submitted a bug report.

When you log back in you will have to log out again and then log in again and all your action bars will be normal gain.

Hope this helps

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 10:27 pm
by Moldew
OK, think I found a solution. I've tested on Angmo Dupe in front of Mekalia. The NPC will stop animations when in combat, and resume animations if player dies.

My thought was to instead of putting NPC_01 into a loop like we've been doing with multiple callbacks, only do an animation if NPC is not in combat then callback to spawn(). To make the NPC resume animation if the player dies, you need to have the else in there to callback spawn() as well, just with a bigger delay. Play with the delays a bit, I picked arbitrary numbers.

I've been fighting with her many times now, have yet to see the DEBUG error. Check it out and tell me what you think.

http://editor.vgoemulator.net:9302/scri ... or&id=9553

Mold

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 10:33 pm
by Moldew
Well shit, spoke too soon. I fought her like 5-6 times, no problem. Then the DEBUG error popped up after I posted above.

So much for that, was good while it lasted! hahahah :)

Re: Checking Through Starter Towns

Posted: Mon Mar 05, 2018 11:10 pm
by Moldew
Blah, now it works! I may have got it for realz now...

I put in a clearspawncallbacks() into hail() to test if I can still attack w/o any errors. (hail, then attack) Proof of concept successful.

Note: I tested with InCombat() instead of IsInCombat(). Don't think InCombat() is written, or even will be.

I *think* the DEBUG errors are when you trigger a chain/counter. (?) They sort of queue up until the next callback, then they spit out all at the same time. What threw me off was that the first fight would never trigger the DEBUG errors, so I thought I was golden. When I died the NPC reset and started doing its animations again and I started another fight. That's when the errors would pop up from the previous fight.

Adding a ClearSpawnCallbacks() whether the NPC is in combat or not seemed to do the trick! I've died many deaths, leashed, kited for extended periods of time, etc, etc, and the NPC reset and resumes animations every time.

Definitely needs more testing, but I haven't seen the error in some time now.

I know this isn't the ultimate solution, the error should be fixed at some point. But this should make NPCs stop doing animations during fights and resume if the player dies.


Mold