Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 09-23-2008, 11:10 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default Runspeed on NPCs broke?

I was going to try and figure out what a good runspeed for the dragorns in Omens would be, but all I found was what appeared to be broken runspeed.
Dragorns in Omens should be able to run you down if your not on SoW..
I tried changing settings in npc_types and thought maybe the walkspeed in in zone, but neither showed any change at all.
the only way I could get them to out run me, if is I sowed them.
Reply With Quote
  #2  
Old 09-23-2008, 11:14 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

you saying that Speed seting in npc_types doesn't work?
That would be bad...
Reply With Quote
  #3  
Old 09-23-2008, 11:23 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Seems like they all just run one general run speed (unless sowed), if you could test and see ( could be me).
I tested repop and restarting server, set runspeeds from 1.0 all the way to 8.0 , and saw no change. Thes was with Omens Dragorns.
Code:
UPDATE npc_types SET runspeed=3 WHERE race=413;
changes all Dragorns
Reply With Quote
  #4  
Old 09-23-2008, 11:52 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

you know what, not that long ago I was messing with PoTime summoning bunch of gods and making them fight each other...

You know what happens when you increase mob model size wihout giving it bigger run speed? Since models very big they look like then moving their feet wihout actualy moving - cuase their speed is to slow for their size to match the animation.

This what was happening to the gods. I did not payed attention at the time though, but this could cuase of the problem you reporting
Reply With Quote
  #5  
Old 09-23-2008, 11:54 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Yepp, I seen that even with the Dragorns, they are bigger than 'normal' and do that also.
Reply With Quote
  #6  
Old 09-23-2008, 11:58 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

I got a few hacks in mind, but I like Derisions fixes better, so I'll wait another 30 mins ( he fixed the merchant_list temp problem in about five mins)
Reply With Quote
  #7  
Old 09-23-2008, 01:06 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

Dis-regard this thread, it works OK, I was just testing in one database and updating in another
1.9 seems to be a good runspeed for the Dragorns in Omens, you can still sow and out run them
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 04:04 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3