EQEmulator Forums

EQEmulator Forums (https://www.eqemulator.org/forums/index.php)
-   Support::Windows Servers (https://www.eqemulator.org/forums/forumdisplay.php?f=587)
-   -   NPC's not dying (https://www.eqemulator.org/forums/showthread.php?t=40817)

blackdragonsdg 08-06-2016 03:05 PM

NPC's not dying
 
Basically I can kill random npc's either by normal combat damage or by using the #damage command and the npc will go to 0% health but not die. Sometimes the npc's act like they are fleeing but other times they continue endlessly attacking. This is occuring with normal spawns as well as quest spawned npc's. It only does this on some npc's and so far it only seems to happen in zone instances. The zone logs yield no useful information. Any ideas on what might be causing this problem?

N0ctrnl 08-06-2016 03:21 PM

Do they all have quest files? Have you added anything to EVENT_DEATH? I saw something not long ago that would cause mobs with that not to finish dying. I forget the factors.

ghanja 08-06-2016 04:26 PM

Are these stock NPC's? In say butcherblock?

Either or..

Now, the use of EVENT_DEATH assumes you will handle the actual depopping of the NPC.

Otherwise, use EVENT_DEATH_COMPLETE.

Maze_EQ 08-06-2016 05:12 PM

Its totes event_death cause that shit happened to me.

N0ctrnl 08-06-2016 05:44 PM

I thought that sounded familiar :)

blackdragonsdg 08-06-2016 06:02 PM

The change to EVENT_DEATH_COMPLETE fixed the problem across multiple zones. Thanks for the help.

DanCanDo 08-07-2016 10:45 PM

Quote:

Originally Posted by blackdragonsdg (Post 250436)
The change to EVENT_DEATH_COMPLETE fixed the problem across multiple zones. Thanks for the help.

I've learned my lesson on that one as well. Using EVENT_DEATH on any npc
seemed to wreak all sorts of havoc. In one case, trying to spawn one simple
mob on death, it started generating an endless spawning of the npc, like a
spaceage production of clones. (chuckle) Looked like a good idea for a raid
though. (grin)
After I started using EVENT_DEATH_COMPLETE on everything, it all smoothed
out.

Nerdgasm 08-08-2016 01:12 AM

Quote:

Originally Posted by DanCanDo (Post 250443)
I've learned my lesson on that one as well. Using EVENT_DEATH on any npc
seemed to wreak all sorts of havoc. In one case, trying to spawn one simple
mob on death, it started generating an endless spawning of the npc, like a
spaceage production of clones. (chuckle) Looked like a good idea for a raid
though. (grin)
After I started using EVENT_DEATH_COMPLETE on everything, it all smoothed
out.

Every time you say chuckle, I kid you not. This pops in my head;

https://www.youtube.com/watch?v=XG2b9OfSpek


All times are GMT -4. The time now is 03:13 PM.

Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.