Bug 322: (zippyzee) Collection Spawn behavior
Moderators: Moldew, Jakkal, Community Managers
-
- Posts: 810
- Joined: Wed Aug 28, 2013 9:40 am
Bug 322: (zippyzee) Collection Spawn behavior
Bug ID : 322 - Collection Spawn behavior Bug Date : 2015/11/23 09:02:40 Assigned To : zippyzee Priority : Medium Category : VGClient Sub-Category : Gameplay: Quest Severity : Standard Reproducible : Some of the timeDetails:
When I loot the Camellia seeds from the Camellia flower, the flower turns into a selectable mob (instead of disappearing), and then it becomes unclickable for the quest.)
Tried it twice and it's done it twice. Will continue to investigate.
Originated From World: Targonor (2) Chunk : Isle of Dawn (1) Location : -16418 28081 405
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: Bug 322: (zippyzee) Collection Spawn behavior
Note for zippy:
I noticed this too in my testing, but figured it's a matter of changing entityTypes to non-clickable after receiving the reward. Also, ensure the flower is only clickable for the player(s) that are on that step of the quest(s) so other players do not ninja the seeds.
For EQ2, there's usually a visual representation of "a flower" or interactable object in the world that no one can click (like VG's sign posts, whatever that entityTypes is). When the player enters that phase of the quest, the object in the game becomes clickable - but only to them. Similarly, entire spawns can appear only for the specific player for their current objective. When the objective is no longer needed, it either vanishes or becomes non-clickable again.
I know this is Advanced Questing, so it's not mandatory now, just something to consider down the road.
I noticed this too in my testing, but figured it's a matter of changing entityTypes to non-clickable after receiving the reward. Also, ensure the flower is only clickable for the player(s) that are on that step of the quest(s) so other players do not ninja the seeds.
For EQ2, there's usually a visual representation of "a flower" or interactable object in the world that no one can click (like VG's sign posts, whatever that entityTypes is). When the player enters that phase of the quest, the object in the game becomes clickable - but only to them. Similarly, entire spawns can appear only for the specific player for their current objective. When the objective is no longer needed, it either vanishes or becomes non-clickable again.
I know this is Advanced Questing, so it's not mandatory now, just something to consider down the road.
Re: Bug 322: (zippyzee) Collection Spawn behavior
I believe the bug is that the flower does not despawn, correect? The rest of what John is suggesting about entity type and non-clickability should be working. Please let me know if someone is able to interact with a flower while not on that quest or sees the interact symbol.
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: Bug 322: (zippyzee) Collection Spawn behavior
Yes, the flower does not despawn. I can't remember if it did (guess I should watch that IoD walkthru video ) and sorry for rambling on about something you already have working. Though I'm sure it won't be the last time.
Re: Bug 322: (zippyzee) Collection Spawn behavior
I actually had it despawning while I was testing it but didn't update the lua script just yet. I still need to watch the video, too, on that part and make sure I am replicating it correctly. I was very busy trying to get the loot experience to work right; I couldn't stand having the loot window open before the timer was up!
Re: Bug 322: (zippyzee) Collection Spawn behavior
John: Yes, it's supposed to despawn per the original game. Anything that was a clicky pretty much did. Here's a video of a guy clicking it: https://youtu.be/FIj6oD72loE?t=7m57s
Last night when I was on the quest, the little sparkly things weren't showing above the flowers either. After I took the seeds, the flowers became a normal mob. It let me kill them to despawn. I don't know if they respawned as clickable.
Last night when I was on the quest, the little sparkly things weren't showing above the flowers either. After I took the seeds, the flowers became a normal mob. It let me kill them to despawn. I don't know if they respawned as clickable.
Re: Bug 322: (zippyzee) Collection Spawn behavior
I'm not getting the sparklies, either, but Xinux tested a while back and did. The codes going from the server to client are exactly the same. I can send codes to add sparkles but they are not in the logs. Yet another mystery for me.
I will make them despawn, but the behavior of clicking on them again before looting will persist for a bit. As for attacking them, I will see if that is something consistent with all flowers or just during this quest process.
I will make them despawn, but the behavior of clicking on them again before looting will persist for a bit. As for attacking them, I will see if that is something consistent with all flowers or just during this quest process.
Re: Bug 322: (zippyzee) Collection Spawn behavior
Just did some testing, and the sparklies were there! But anyway, I clicked the flowers, got the seeds. The flowers became mobs (With the names and all). And I killed it, and it would despawn and respawn like other mobs. The respawned one was not a mob, so it appeared clickable. It wouldn't let them click them though (Unsure if that was intentional since I already clicked them for the quest update).
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: Bug 322: (zippyzee) Collection Spawn behavior
Just now, on a newly popped Targonor server, Jak and I both just saw sparklies on the flowers. The only defects I see is that once I loot it, the flower does not despawn, and the sparklies stay above all flowers, even looted ones, until the Objective is complete. That's probably okay, excepting the fact the plant is not depopping.
There is specifically an entityTypes value for "Attackable", which our flower spawns are NOT set to... so if you are not checking "is attackable" that might be why we can attack things (flowers and vendors and crafting benches) when we shouldn't.
(edit: What Jak said heh)
There is specifically an entityTypes value for "Attackable", which our flower spawns are NOT set to... so if you are not checking "is attackable" that might be why we can attack things (flowers and vendors and crafting benches) when we shouldn't.
(edit: What Jak said heh)
Re: Bug 322: (zippyzee) Collection Spawn behavior
Yes, there is probably not a check for attackable that needs to be added. I will look into that.
I am adding in the despawn mechanism right now, so those damn flower will behave properly! This involves calling a Lua function "looted" in a spawn script after looting has completed.
They will respawn, but likely not show the loot icon unless you zone out and back in (for now). But, that is a problem for all of them, as they will all reset when zoning out and back in. That's a slightly more complicated problem as it involves keeping a map of some sort of what has been interacted with and what has not for that player.
Glad to hear about the sparklies but I have never seen them on either of my computers.
I am adding in the despawn mechanism right now, so those damn flower will behave properly! This involves calling a Lua function "looted" in a spawn script after looting has completed.
They will respawn, but likely not show the loot icon unless you zone out and back in (for now). But, that is a problem for all of them, as they will all reset when zoning out and back in. That's a slightly more complicated problem as it involves keeping a map of some sort of what has been interacted with and what has not for that player.
Glad to hear about the sparklies but I have never seen them on either of my computers.