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View Full Version : EVENT_SAY and target/face


c0ncrete
11-12-2012, 08:57 AM
i noticed that npcs in zones that have a default.pl file in them will face the player who hails them if there is an EVENT_SAY sub, even if they have no conditionals that should cause them to respond in any manner. i know it's coded in the source to face the client that is speaking to them before it fires off the event, but this causes the need for empty quest files (or at least without EVENT_SAY) in the zone's quest folder for each npc that you don't want to have this behavior (examples would be barrels, crates, cocoons, and bone piles in tutorialb).

i was wondering if i should bother coding a patch to make npc's face mobs only in certain quest functions instead (like quest::say()), or if it would be a wasted effort. i'd noticed it while i was trying to consolidate some of the smaller quests into the zone's default to cut down on the number of scripts with one or two single-line subroutines/events.

Uleat
11-12-2012, 05:34 PM
[Tangent:] I seem to remember a time on live where certain objects would turn to you if you hailed them..like bone piles. Could have been EQ2 though...

c0ncrete
11-12-2012, 05:50 PM
i guess that means it's "working as intended" then. :)

it'd probably end up being more effort than it's worth anyway. i just hate having to have empty files laying about for no reason other than to avoid this weird behavior. it's only going to be an in zones with npc "objects" where default.pl is in use, however.

ChaosSlayerZ
11-12-2012, 06:11 PM
well it could be useful for realism sake - yeah its weird when boxes and barrels turn around =)
file cabinet in Seru comes to mind - it does has quest script attached to it, but its really not suppose to be rolling about =)
But I guess the issue is fairly minor

BTW I think that if npc is SITTING it doesn't turn when hailed/talked too.
Perhaps giving object sitting stances could be an easy fix solution?