well fear is up and running on CKV_EQ if anyone wants to look at it.. The client side (i.e i get feared by naggy but nothing happens)is still not working but i'm sure one of us will figure it out eventually >.<
Maybe i'll just add back in the stun portion for PC fear /shrug |
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void LoseControl(bool interrupt_spells) { if (interrupt_spells) { InterruptSpell(); StopSong(); } Message_StringID(0,1461); SendAppearancePacket(14, 102); } Code:
bool Client::FearMovement(float x, float y, float z) |
We also do player charm in a similar way, by toggling 'client loses control' and forcing movement with MobUpdate packets. I haven't found any other way to move a player, and while it isn't entirely smooth, it works fine.
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I've got it working in 99% of all areas, but we still had some problem places, particularily in zones with imperfect .map files. EDIT: Oh, in case it's not obvious, that movement function is meant to be called every 100ms. It gives a player roughly the same speed you get using the movement keys. |
Wiz actually giving something back to the eqemu community ?
*BOGGLE* *GASP* |
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As for the fixes, has Derision's implementation been tested enough to put into the server code? |
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Yeah I tested it, changed a few things. It works surprisingly well on non eqg maps. Something is seriously wrong with the way we make the eqg .maps though.
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http://www.rama.demon.co.uk/playerfear.patch I'm posting this patch for anyone who wants to test and develop it some more (as I'm a bit burned out at the moment), and not suggesting it is ready to put on a 'live' server, as I really just hacked it in in what seemed appropriate places. Movement is a little jerky, and player animations don't look right (they tend to walk very fast rather than running). I tested by casting fear (as a GM) on another player, and also by putting Dragon Roar in Naggy's spell list and getting feared by him. The patch is against version 1110 |
So, fear was added into the 1110 eqemu code update. So far, it looks very well done. Also, mobs are now running at 20% health.
I notice that some mobs run everytime and some never run. What is it that decides wether a mob will run or not? I can't seem to find any particular common setting on the npc_types that say whether they should run or not. I do like the option of being able to set NPCs to run like live, but I don't think it is very good if I can't figure out how to turn it off lol. I have some zones with mobs that have high run speeds and having them run away could get quite messy. And, if there isn't already an option to enable or disable running, maybe one could be added in similar to the "f" immune to fleeing or "D" immune to fear special attack codes. Overall though, this looks like some excellent work! I had fear disabled in many zones because of it's previous exploitablility, but now I can finally enable it and let the chaos begin lol! |
Certain types of mobs never run, such as undead and summoned-type mobs. I don't know if that's what you meant.
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I was thinking that body-type may have been what was deciding whether they should run or not. That may very well be the case. If so, it would be nice to still have another option other than changing the body type on all NPCs I don't want to run. I definitely don't want to have to set them all to summoned/undead.
I will have to do some more testing with it. Otherwise, I will have to consider either finding a way to disable running or add in a freebie item with clickie snare on it. Adding in running can completely change how much of my content was designed. Not that it is a bad thing, but it would be good to have an option imo. |
I believe there's a combat rule for FleeHPRatio, default 25? Not sure if you are looking to stop fleeing altogether, but that might do it.
Otherwise, there used to be some defines in features.h in regards to fleeing you can disable and recompile. |
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