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Bug 231: (Xinux) No auto-dismount
Posted: Thu Jul 23, 2015 4:11 pm
by BugTracker
Bug ID : 231 - No auto-dismount
Bug Date : 2015/07/17 05:17:17
Assigned To : Xinux
Priority : Medium
Category : VGClient
Sub-Category : Gameplay: Mounts
Severity : Standard
Reproducible : Every time
Details:
in khal, should be dismounted when entering buildings
Originated From World: New Telon (1)
Chunk : Khal (85)
Location : -12132 -55384 1640
Entered on Jul 23, 2015 17:07 by John Adams
I know auto-dismounting is not implemented, but one of the urgent todo's is to finish previous cycles work, and that is Mounts/Flying.
Re: Bug 231: (Xinux) No auto-dismount
Posted: Thu Jul 23, 2015 4:54 pm
by Xinux
The only way i can see this working is going to be via LUA and doing a proximity check and forcing a dismount.
Re: Bug 231: (Xinux) No auto-dismount
Posted: Thu Jul 23, 2015 4:59 pm
by shargash
Isn't this a "regions" thing? As far as I know, the same code that allowed you to summon a character within a dungeon was used to dismount you when you entered the dungeon.
Re: Bug 231: (Xinux) No auto-dismount
Posted: Thu Jul 23, 2015 5:19 pm
by John Adams
[quote="Xinux"]The only way i can see this working is going to be via LUA and doing a proximity check and forcing a dismount.[/quote]
Do we know if you got dismounted when entering a PPO, or a structure that could somehow be identified in the world? If "going into a building" is a dismount, I'm pretty sure the door is hanging onto something detectable. I'm also sure we have some logs of us going into places and being dismounted.
Don't give up hope. LUA is one way, but it'll be ChunkScripts and probably insanely large considering all the structures and places you can be dismounted. I'd actually rather not dismount than build that kind of LUA.
Then there is the Guard/Merchant proximity idea, where they simply knock you off your mount for coming here then while mounted. That would be a much simpler LUA.
Re: Bug 231: (Xinux) No auto-dismount
Posted: Thu Jul 23, 2015 6:01 pm
by zippyzee
If I had to vote, I would look the other way on this as long as possible. I hate the forced dismounting.
There are some tricks we can use but I would guess there was a map of sorts with boxes of no-mount locations. Some forced dismounts were simply moving into one region of a town through large cobblestone pathways and didn't make much sense.
Either way, we add a significant amount of checking the player locations against set locations each chunk loop and the less of that we have to do, the better. I know we will be doing it for flavor text but any extra waste always bugs me.
Re: Bug 231: (Xinux) No auto-dismount
Posted: Thu Jul 23, 2015 11:14 pm
by Kandra
[quote="zippyzee"]Either way, we add a significant amount of checking the player locations against set locations each chunk loop and the less of that we have to do, the better. I know we will be doing it for flavor text but any extra waste always bugs me.[/quote]
You would normally not want to do any check like this in the chunk loop. One of the most common way of handling it is with collision volumes in a physics thread that can run at a much lower frequency. Then you register listeners for collision events on those volumes.