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Old 08-06-2016, 03:05 PM
blackdragonsdg
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Default 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?
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Old 08-06-2016, 03:21 PM
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N0ctrnl
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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.
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Old 08-06-2016, 04:26 PM
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ghanja
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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.
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  #4  
Old 08-06-2016, 05:12 PM
Maze_EQ
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Its totes event_death cause that shit happened to me.
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  #5  
Old 08-06-2016, 05:44 PM
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N0ctrnl
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I thought that sounded familiar
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  #6  
Old 08-06-2016, 06:02 PM
blackdragonsdg
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The change to EVENT_DEATH_COMPLETE fixed the problem across multiple zones. Thanks for the help.
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  #7  
Old 08-07-2016, 10:45 PM
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DanCanDo
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Quote:
Originally Posted by blackdragonsdg View Post
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.
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  #8  
Old 08-08-2016, 01:12 AM
Nerdgasm
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Quote:
Originally Posted by DanCanDo View Post
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
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