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Dunge0nMastr
10-28-2012, 12:31 PM
Hey folks this is a bit of a round about way of going about recreating the original ring event in ToV, but i wanted to post to see if anyone was able to help me clean it up so its not using quite so many scripts hehe. As opposed to using timers for the waves i used signalwith to compensate for the smaller raids on the server.

All information RE the event was taken from: http://www.monkly-business.net/forums/archive/index.php/t-5765.html

While the event is a bit different (semi custom id say) i tried to keep as true as i could considering the raid sizes on my server, to the actual event.
The event starts after all 6 lords/ladys are dead, Thylex of Veeshan then becomes targetable (i moved him back to just in front of Vulak's spawn) when he is killed the event starts.

this was added to each boss to keep track of the bosses being up:

sub EVENT_DEATH {
quest::signalwith(124000,1,0);
}


Thylex of Veeshan script - accepts signals for when lady/lords die. Also checks to see if the event has been completed recently.

#Thylex of Veeshan
#New Ring Event to spawn Vulak
#When killed starts event

sub EVENT_SPAWN {
quest::modifynpcstat("special_attacks", "ABHSERFTQUMCNIDf");
$counter = 0;
}

sub EVENT_SIGNAL {
my $globalname = "VulakRingEvent";
if ($signal == 1) {
$counter += 1;
if (!defined $qglobals{$globalname} && ($counter == 6)) {
quest::spawn2(124171,0,0,$x,$y,$z,$h);
quest::depopall(124000);
}
}
}



Killable Thylex after all 6 lords/ladys die:

#Targetable Thylex of Veeshan
#NPCID 124171
#spawns upon all 6 lords/ladys being killed, then triggers Vulak Event

sub EVENT_DEATH {
quest::unique_spawn(124158,0,0,"13.8","0.0","-6.2","0.0"); #Ring Event Tracker NPC
quest::signalwith(124158,0,0);
}



And the Event Tracker: This will track each wave, spawn the other waves accordingly, and will also control the fail/pass mechanisms on the event (if wipe = fail, if vulak dead despawns and event is reset in X hours.


#Ring Event Tracker
#Triggers when Thylex of Veeshan is Killed
#124158

sub EVENT_SPAWN {
$counter = 0;
quest::settimer("DTmobs",15);
quest::settimer("event",4000);
quest::shout("The Ring Event will begin in 30 seconds. Prepare yourselves!");
}

sub EVENT_TIMER {
if ($timer eq "DTmobs") {
quest::spawn2(124021,0,0,"-720.6","971.2","124.1","127.5");
quest::spawn2(124021,0,0,"-760.6","971.2","124.1","127.5");
quest::spawn2(124172,0,0,"-740.6","971.2","124.1","127.5");
quest::stoptimer("DTmobs");
quest::settimer("wave1",15);
}
if ($timer eq "wave1") {
quest::spawn2(124159,0,0,"-739.7","890.2","124.0","127.8"); #Wave 1 Guardian Wurm
quest::spawn2(124161,0,0,"-811.7","510.1","124.0","62.6"); #Guardian Drake
quest::spawn2(124161,0,0,"-677.7","510.1","124.0","191.1"); #Guardian Drake
quest::stoptimer("wave1");
}
if ($timer eq "vulak") {
quest::depopall(124155);
quest::shout("The Ring event has been Reset");
quest::spawn2(124171,0,0,"-739.7","588.6","124.1","0.1");
quest::depopall(124158);
}
if ($timer eq "event") {
quest::shout("You have failed the Vulak`Aerr Ring event. Please try again");
quest::stoptimer("event");
quest::spawn2(124171,0,0,"-739.7","588.6","124.1","0.1");
quest::depopall(124158);
}

}

sub EVENT_SIGNAL {
if ($signal == 1) {
$counter += 1;
if ($counter == 3) {
quest::spawn2(124160,0,0,"-741.5","488.5","122.0","255.3"); #Wave 2 Templar Drake
}
if ($counter == 4) {
quest::spawn2(124159,0,0,"-739.7","890.2","124.0","127.8"); #wave 3 Guardian Wurm
quest::spawn2(124161,0,0,"-811.7","510.1","124.0","62.6"); #Guardian Drake
quest::spawn2(124161,0,0,"-677.7","510.1","124.0","191.1"); #Guardian Drake
}
if ($counter == 7) {
quest::spawn2(124162,0,0,"-741.5","488.5","122.0","255.3"); #wave 4, first mini boss Zruk the lifestealer
}
if ($counter == 8) {
quest::spawn2(124159,0,0,"-739.7","890.2","124.0","127.8"); #wave 5 Guardian Wurm
quest::spawn2(124161,0,0,"-811.7","510.1","124.0","62.6"); #Guardian Drake
quest::spawn2(124161,0,0,"-677.7","510.1","124.0","191.1"); #Guardian Drake
}
if ($counter == 11) {
quest::spawn2(124159,0,0,"-739.7","890.2","124.0","127.8"); #wave 6 Guardian Wurm
quest::spawn2(124161,0,0,"-811.7","510.1","124.0","62.6"); #Guardian Drake
quest::spawn2(124161,0,0,"-677.7","510.1","124.0","191.1"); #Guardian Drake
}
if ($counter == 14) {
quest::spawn2(124160,0,0,"-811.7","510.1","124.0","62.6"); #wave 7 Templar Drake
quest::spawn2(124160,0,0,"-677.7","510.1","124.0","191.1"); #Templar Drake
}
if ($counter == 16) {
quest::spawn2(124163,0,0,"-741.5","488.5","122.0","255.3"); #wave 8, second mini boss Rathek the Tigerclaw
}
if ($counter == 17) {
quest::spawn2(124164,0,0,"-811.7","510.1","124.0","62.6"); #wave 9 Guardian Destroyer
quest::spawn2(124164,0,0,"-677.7","510.1","124.0","191.1"); #Guardian Destroyer
quest::spawn2(124164,0,0,"-739.7","890.2","124.0","127.8"); #Guardian Destroyer
}
if ($counter == 20) {
quest::spawn2(124160,0,0,"-741.5","488.5","122.0","255.3"); #wave 10 Templar Drake
quest::spawn2(124160,0,0,"-739.7","890.2","124.0","127.8"); #Templar drake
}
if ($counter == 22) {
quest::spawn2(124160,0,0,"-739.7","890.2","124.0","127.8"); #wave 11 Templar Drake
quest::spawn2(124164,0,0,"-811.7","510.1","124.0","62.6"); #guardian destroyer
quest::spawn2(124164,0,0,"-677.7","510.1","124.0","191.1"); #guardian Destroyer
}
if ($counter == 25) {
quest::spawn2(124165,0,0,"-741.5","488.5","122.0","255.3"); #wave 12, 3rd mini boss Vethrol the Skycaller
}
if ($counter == 26) {
quest::spawn2(124160,0,0,"-811.7","510.1","124.0","62.6"); #wave 13 Templar Drake
quest::spawn2(124160,0,0,"-741.5","488.5","122.0","255.3"); #Templar Drake
quest::spawn2(124160,0,0,"-677.7","510.1","124.0","191.1"); #Templar Drake
}
if ($counter == 29) {
quest::spawn2(124167,0,0,"-811.7","510.1","124.0","62.6"); #wave 14 Drake Warden
quest::spawn2(124167,0,0,"-677.7","510.1","124.0","191.1"); #Drake Warden
}
if ($counter == 33) {
quest::spawn2(124166,0,0,"-741.5","488.5","122.0","255.3"); #wave 15, Herald of Vulak
}
if ($counter == 34) {
quest::spawn2(124155,0,0,"-739.4","517.2","121","255"); #Vulak Aerr
quest::settimer("vulak",1200);
quest::stoptimer("event");
}
}
if ($signal == 2) {
quest::depopall(124155);
quest::shout("The Ring event has been Reset");
quest::spawn2(124171,0,0,"-739.7","588.6","124.1","0.1");
quest::depopall(124158);
quest::depopall(124021);
quest::depopall(124021);
quest::depopall(124172);
}
if ($signal == 3) {
quest::stoptimer("event");
}
if ($signal == 4) {
quest::stoptimer("vulak");
quest::depopall(124021);
quest::depopall(124172);
quest::depopall(124158);
}
}


Each wave is commented, i had to add alot of the appropriate mobs, including the mini-bosses, unfortunatley i couldnt find exact information on them as not many guilds did the ring event when it was live, and my old guild's MBs went down years ago 8(. The back of the bridge is also just like live - unescapable, to prevent people from kiting etc. it spawns 3 mobs, 2 with Proximities on them for DT, and 1 which warns players when they get too close (obviously greater proximity than DT mob lol).


#DT Mob Warner
#Higher Proximity than DT mobs warns players to turn back for face a fate worth than death
#NPCID: 124172

sub EVENT_SPAWN {
quest::set_proximity($x-75,$x+75,$y-75,$y+75,$z-25,$z+25);
}

sub EVENT_ENTER {
$client->Message(14,"You hear a voice in your mind, 'Turn back or face a fate worse than death.' There appears to be no retreat.");
}


and the 2 dt mobs:


#DT Proximity Mobs in VP
#Spawn when Ring event for Vulak is started
#124021

sub EVENT_SPAWN {
quest::set_proximity($x-40,$x+40,$y-40,$y+40,$z-40,$z+40);
quest::modifynpcstat("special_attacks", "ABHSERFTQUMCNIDf"); #immune to everything
}

sub EVENT_ENTER {
if ($npc && $client) {
$npc->SpellFinished(7477, $client); #DT's players when they enter the proximity, forces them to not retreat
}
}

sub EVENT_EXIT {
if ($npc && $client) {
$npc->SpellFinished(7477, $client); #if it didnt fire when they enter it will when they exit!
}
}


each mob in the waves has the following code:

sub EVENT_DEATH {
quest::signalwith(124158,1,0);
}


i decided to control the guardian destroyers Knockbacks through their script:

#Guardian Destroyer
#For Vulak Ring Event
#124164

sub EVENT_SPAWN {
quest::modifynpcstat("special_attacks","SERFf");
}

sub EVENT_COMBAT {
if ($combat_state == 1) {
quest::settimer("kb",12);
}
if ($combat_state == 0) {
quest::signalwith(124158,2,0);
quest::depopall(124164);
}
}

sub EVENT_TIMER {
my $RTarget = $npc->GetHateRandom();
if ($timer eq "kb") {
if ($RTarget) {
$npc->SpellFinished(13073,$RTarget);
}
}
}


sub EVENT_DEATH {
quest::signalwith(124158,1,0);
}


And the Drake Wardens, which on live kept splitting i think 16mobs total, i set to only do 2 each, again cause of raid size on the server:


#A Drake Warden
#When killed splits into 2
#124167

sub EVENT_SPAWN {
quest::modifynpcstat("special_attacks","SERFf");
}

sub EVENT_DEATH {
quest::spawn2(124169,0,0,$x,$y,$z,$h);
quest::spawn2(124169,0,0,$x,$y,$z,$h);
}


The final named: The Herald of Vulak, spawns Vulak`Aerr when killed.


#Herald of Vulak
#124166
#final mini boss of Vulak Ring Event, death triggers Vulak's Spawn, and also casts a knockback.

sub EVENT_SPAWN {
quest::modifynpcstat("special_attacks","gSERFf");
quest::shout("You are fools to challenge the might of Vulak'Aerr");
}

sub EVENT_COMBAT {
if ($combat_state == 1) {
quest::settimer("kb",12);
}
if ($combat_state == 0) {
quest::stoptimer("kb");
quest::signalwith(124158,2,0);
quest::depopall(124165);
}
}

sub EVENT_TIMER {
my $RTarget = $npc->GetHateRandom();
if ($timer eq "kb") {
if ($RTarget) {
$npc->SpellFinished(13073,$RTarget);
}
}
}

sub EVENT_DEATH {
quest::signalwith(124158,1,0);
}


And Finally Vulak`Aerr:


#New Vulak`Aerr Script
#has a global 6 hour lock out on Ring event.
#124155

sub EVENT_SPAWN {

quest::signalwith(124158,3,0);
quest::modifynpcstat("special_attacks", "SERFTrMCNIDfdL");
quest::shout("Who dare's Disturb my Temple?! Behold the power of $npcname! I shall wipe you from the face of Velious!");
}

sub EVENT_DEATH {
my $globalname = "VulakRingEvent";
quest::shout2("I shall return Mortals! Be warned, for when I do I will wipe your races from the face of Norrath!");
quest::setglobal("$globalname",1,7,'H6');
quest::signalwith(124158,4,0);
}


Currently i just have the Aggro range on the mobs set very high, basically the event goes: mob waves then break before mini boss (wont aggro unless players are close) - then add waves, mini boss etc till the end. gives players some downtime every couple of waves. Something i need to look into but havent done yet is how to manipulate aggro from one mob to others, (im still working on learning Hatelist manipulation in general).

Anyways - any thoughts comments fixes etc would all be greatly appreciated!

If someone wants all the .pl files for the event (22 in total) i will happily upload them all. I just wanted to get the basic stuff down.

Thanks! Hope someone gets something out of this!

ChaosSlayerZ
10-28-2012, 02:11 PM
sorry for dumb question, which part of the script specifically responsible
for calling in the big dragons?

Dunge0nMastr
10-28-2012, 02:34 PM
all spawns are handles in the event trackers script and triggered by death of mobs

ChaosSlayerZ
10-28-2012, 03:07 PM
I am sorry again, but at which line specifically say Lady Nevederia is summoned?

Dunge0nMastr
10-28-2012, 04:42 PM
ahh, the regular lords/ladys from ToV are in their normal spawn points and arent part of the event. they need to be killed in order to trigger the event.

as shown within:


#Thylex of Veeshan
#New Ring Event to spawn Vulak
#When killed starts event

sub EVENT_SPAWN {
quest::modifynpcstat("special_attacks", "ABHSERFTQUMCNIDf");
$counter = 0;
}

sub EVENT_SIGNAL {
my $globalname = "VulakRingEvent";
if ($signal == 1) {
$counter += 1;
if (!defined $qglobals{$globalname} && ($counter == 6)) {
quest::spawn2(124171,0,0,$x,$y,$z,$h);
quest::depopall(124000);
}
}
}


each time the lords/ladies die, they send a signal to the npc above (untargetable thylex) when 6 signals are received, then the event is able to be started, assming the event hasnt been done in the alst 6 hours, looking @ it i need to set a else statement there to keep the counter @ 0, (yay for editing while on the run!) but the drgaons like Lady N and such arent part of the actual ring, if you look @ the event tracker ive commented what mobs are part of each wave.

ChaosSlayerZ
10-28-2012, 04:48 PM
ok I got that part ;)
The thing is, maybe I am not understanding the base concept, but let me explain.

I have never done this event on LIVE, so I am only going by what is posted at Alla. And according to Alla, if attacked, Vulak was suppose to SUMMON to his location other named dragons - specifically the 6 Lady/Lords, unless they are killed off first. Perhaps I am thinking of an older/later version of this encounter? Or perhaps this information completely off?

Sorry to keep pestering you about this, it just I thought that would be in your script, and I wanted to see how you scripted "teleporting" the dragons that already spawned elsewhere ;)

Burningsoul
10-28-2012, 04:51 PM
What you're thinking of is pre-ring Chaos. Long before the ring event, Vulak would just sit in his little room and if aggroed, would call for all the Lords and Ladies currently alive to help him. It was changed for the ring event, and then it was turned into the Thylex of Veeshan event that we've had since.

ChaosSlayerZ
10-28-2012, 04:56 PM
Got it ;) I started to suspect something like that, but wanted to clarify ;)

Dunge0nMastr
10-28-2012, 05:14 PM
Hah! i got ya no worries :p

yeah i think the orignal event was you could start the ring event but if the other lords/ladies were still alive they woulld be summoned. i decided to leave that part out and require the players kill the other dragons first, (as much as i would have loved to watch people attempt it wihtout knowing that haha). since Vulak isnt a static spawn (only spawns at end of the event) i would have it set to when vulak does spawn, (at end of the 15th wave) to do an entity check, so it would probably look like:

i would add a sub EVENT_COMBAT check to Vulak`Aerr when he was pulled, which will then add any of the Lords or Ladies who are spawned to his hatelist, not 100% sure on how to directly summon, and i know some of the mobs are defautly rooted, but this would send those who were not on a run straight through ToV right at the party @ the vulak bridge.


sub EVENT_COMBAT {
if ($combat_state == 1) {
my $check_ladym = $entity_list->GetMobByNpcTypeID(124077);
my $check_ladyn = $entity_list->GetMobByNpcTypeID(124076);
my $check_lordk = $entity_list->GetMobByNpcTypeID(124103);
my $check_lordf = $entity_list->GetMobByNpcTypeID(124008);
my $check_lordkr = $entity_list->GetMobByNpcTypeID(124074);
my $check_lordv = $entity_list->GetMobByNpcTypeID(124017);
if ($check_ladym) {
my $call_ladym = $check_ladym->CastToNPC();
$call_ladym->AddToHateList($client,1);
}
if ($check_ladyn) {
my $call_ladyn = $check_ladyn->CastToNPC();
$call_ladyn->AddToHateList($client,1);
}
if ($check_lordk) {
my $call_lordk = $check_lordk->CastToNPC();
$call_lordk->AddToHateList($client,1);
}
if ($check_lordf) {
my $call_lordf = $check_lordf->CastToNPC();
$call_lordf->AddToHateList($client,1);
}
if ($check_lordkr) {
my $call_lordkr = $check_lordkr->CastToNPC();
$call_lordkr->AddToHateList($client,1);
}
if ($check_lordv) {
my $call_lordv = $check_lordv->CastToNPC();
$call_lordv->AddToHateList($client,1);
}
}
}


To be completely honest im notsure how i would ahve vulak summon them, i suppose I could depop them where they are with signals then have them spawn on top of vulak

like:

if ($combat_state == 1) {
quest::depopall(124077); #depop lady M
quest::spawn2(124077,0,0,$x,$y,$z,$h);
}

etc for each of the 6 dragons, then when they levae combat have them depop again and respawn at their proper spots.

Dunge0nMastr
10-28-2012, 05:16 PM
What you're thinking of is pre-ring Chaos. Long before the ring event, Vulak would just sit in his little room and if aggroed, would call for all the Lords and Ladies currently alive to help him. It was changed for the ring event, and then it was turned into the Thylex of Veeshan event that we've had since.

^ yeah, tho you could certainly alter the ring event as you see fit to add what i posted above.

within the Current state of things Thylex (who i know is not orignal, the original event was controled through a proximity on players entering the spot where Vulak Spawns) is untargetable until all 6 die, after they die a targetable version of thylex spawns, who then if killed triggers the event - quick autoattackand event starts. I found the proximity a bit buggy for me which is why i went with a bit of a non traditional way to do things.

ChaosSlayerZ
10-28-2012, 05:28 PM
To be completely honest im notsure how i would ahve vulak summon them, i suppose I could depop them where they are with signals then have them spawn on top of vulak

like:

if ($combat_state == 1) {
quest::depopall(124077); #depop lady M
quest::spawn2(124077,0,0,$x,$y,$z,$h);
}

etc for each of the 6 dragons, then when they levae combat have them depop again and respawn at their proper spots.


Yeah depop and spawn is what I was thinking.
I am not sure if there is a way to instantly teleport an npc, like you can with players.

there is:
quest::moveto(x,y,z, [h, saveguardspot?]) - NPC moves to the set coordinates with Heading and saveguardspot being optional. NPC will path back unless saveguardspot is set to 1. Heading of -1 will use existing heading.

I never had chance to try it, but people tell me that it causes npc to WALK to the location, rather than to be instantly moved there.

Perhaps we could ask the Devs to create an insta-move command for the npcs? ;) It could be useful in the future.

Dunge0nMastr
10-28-2012, 05:32 PM
Yeah depop and spawn is what I was thinking.
I am not sure if there is a way to instantly teleport an npc, like you can with players.

there is:
quest::moveto(x,y,z, [h, saveguardspot?]) - NPC moves to the set coordinates with Heading and saveguardspot being optional. NPC will path back unless saveguardspot is set to 1. Heading of -1 will use existing heading.

I never had chance to try it, but people tell me that it causes npc to WALK to the location, rather than to be instantly moved there.

Perhaps we could ask the Devs to create an insta-move command for the npcs? ;) It could be useful in the future.

prolly is a plugin option there, i might screw around with it after this damn hurricane goes by lol. but yeah i couldnt find any easy way to "summon" the npcs either.

Dunge0nMastr
10-28-2012, 05:42 PM
i find it easier to view everything within an editor than on the forums, heres a zip file for anyone interested in the event with all the scripts done (note npcids are custom for my server, save for Thylex, Vulak, and the 6 Lords/Ladies) i had to add them in manually since they are no longer part of the DB.
http://www.mediafire.com/?vdhwb96xxxhuklw

ChaosSlayerZ
10-28-2012, 05:46 PM
prolly is a plugin option there, i might screw around with it after this damn hurricane goes by lol. but yeah i couldnt find any easy way to "summon" the npcs either.

there is a gm command #summon that instantly moves npcs. We just need it exported to perl.

Also - potentially problem with depop&spawn approach - imagine there already a different raid fighting one of those dragons - and suddenly it goes POOF :D

Dunge0nMastr
10-28-2012, 05:55 PM
haha good point about the other raid, kind of trolley otherwise :P

ill look into playing wtih stuff a bit later, im kind of curious to see how far i could get with this now lol

Maze_EQ
10-28-2012, 06:44 PM
$mob->SendTo(new_x, new_y, new_z)


nuff said.

Dunge0nMastr
10-28-2012, 07:12 PM
hmm icouldnt get htat to work, ill play with it some more later.

Maze_EQ
10-31-2012, 09:52 AM
Worked fine for me, running it from a signal.

Dunge0nMastr
11-02-2012, 01:11 AM
yep works like a charm, had to use $npc->SendTo, for what im doing now, but i think that would definatley be the best way to have Vulak or anyone summon mobs like they did on live.

Thanks maze :P
This is what i was working on and the syntax i used it in

sub EVENT_HP {
if ($hpevent <= 80 && $hpevent >= 79) {
quest::signalwith(63129,1,0);
quest::modifynpcstat("special_attacks","ABSERFTMCNIDf");
$npc->SendTo(-64.0,636.4,-20.0);
quest::modifynpcstat("runspeed","0.0");
}
}

ChaosSlayerZ
11-02-2012, 11:44 AM
I am confused - is the script for Vulak or for the dragon being summoned?

What is the significance of modifying its stats?

Dunge0nMastr
11-02-2012, 03:04 PM
Sorry, i was showing maze what i had to do to get it to work vs $mob->SendTo, $npc->SendTo, that script was unrelated ill remove it so as to not cause confusion.

I just tested this on my server, covering greater distances tho your right chaos, in that it wont "summon" the mob, it will only force them to path to the location you send them too. SO in the case of ToV, all the dragons aggroed but they arent summoned directly on top on you, still has a similar affect IMO its just a delayed one.

this is the code i tested:
The Code For Vulak:

sub EVENT_COMBAT {
if ($combat_state == 1) {
quest::signalwith(124103,1,0); #lord koi
quest::signalwith(124074,1,0); #lord Kriezen
quest::signalwith(124017,1,0); #lord Vyemm
quest::signalwith(124008,1,0); #lord feshlak
quest::signalwith(124077,1,0); #Lady Mir
quest::signalwith(124076,1,0); #Lady Nev
}
}

Then i picked a spot on the bridge, grabbed the loc, and added this to each of the 6 lords/ladies

sub EVENT_SIGNAL {
if ($signal == 1) {
$npc->SendTo(-737.5,584.7,123.1);
}
}


What i noticed is when its only a small distance being covered themob does appear to "port" tothe location you set up, but when you are trying to covering longer distances they pat, i would have to find out what the cut out might be or if it was simply just a visual thing, cause when i was testing on an unrelated script last night (the snippet i posted above) the mob always appeared to port to the spot i set.

Edit: NM wont let me edit my post above 8(, so sorry ahead of time if that causes any more confusion.

ChaosSlayerZ
11-02-2012, 04:22 PM
yeah I got it ;)
I guess optimal solution would get our developers to export gm #summon command into Perl ;)

Dunge0nMastr
11-02-2012, 05:25 PM
yeah i think so too lol, or look @ a plugin that would allow for the same kind of functionality.

lerxst2112
11-02-2012, 05:42 PM
Maybe you guys could just take a peek at the code so you know what it does before you assume it doesn't work.

#summon

void Mob::GMMove(float x, float y, float z, float heading, bool SendUpdate) {

Route.clear();

x_pos = x;
y_pos = y;
z_pos = z;
...


SendTo:

void Mob::SendTo(float new_x, float new_y, float new_z) {
x_pos = new_x;
y_pos = new_y;
z_pos = new_z;
...


Both appear to move the mob immediately on the server side. If they aren't updating properly on the client then that's a different issue.

But wait, there's more... The GMMove command, you know, what #summon uses to move someone, is exported to Perl as well. In fact it's used 76 times in the PEQ quest scripts.

Dunge0nMastr
11-02-2012, 05:48 PM
Never saw it :P Thanks lex ill play wiht it some more later, but yeah the issue witn sendto is definately, over short distances visually a port to a spot, but it was causing all the dragons to pat in ToV which was a long distance.

Since none of this was part of my original script i hadnt really looked into it in too much depth, so perfectly natural i might miss a few things.

Thanks :P

Burningsoul
11-03-2012, 03:36 AM
For what it's worth, I remember an ancient video files of FoH I believe raiding Vulak. He damn sure didn't summon the Lords/Ladies to him, they pathed their happy rears through anything in their way to get to his chambers.