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-   -   Snare mobs keep moving (https://www.eqemulator.org/forums/showthread.php?t=39728)

lordnivek1 06-05-2015 08:35 AM

Snare mobs keep moving
 
I am having an issue on my server and wondered if anyone else has noticed this before. I noticed a week ago or so that when I cast snare on a mob running away they graphically stop moving (when low on health), but they actually keep moving. They continue to move (invisibly) agroing mobs and such as if they were not snared while the model stays where it was snared. If you run up to the model of the snared mob and try and attack it it says target is to far away to attack. If the mob has a dot on it and it dies it shows the mob die where it was snared but can not loot the body due to it being to far away. Last git pull I did was last night (6/4/15) and recompiled the server. Only custom stuff I have done is add some beastlord pets to the pets.ccp.

N0ctrnl 06-05-2015 11:26 AM

There were some movement changes a few days ago that probably explain your issue.

https://github.com/EQEmu/Server/comm...668315c0a931d1

lordnivek1 06-05-2015 11:29 AM

Thank you for the reply. Not sure how I missed that when going through the changes. I will make some changes tonight to the data base and see if that fixes my problem.

N0ctrnl 06-05-2015 01:28 PM

Keep in mind that permarooted mobs will no longer be rooted if you change their runspeed. I had to go back and fix them. :)

lordnivek1 06-05-2015 01:36 PM

It seems weird to me with my very very limited knowledge of this stuff that changing run speed would cause the mob to look like it is stopped but then keep pathing invisibly (for lack a a better word). Hoping to get a chance to play with it tonight to see if it fixes it.

provocating 06-05-2015 03:39 PM

Quote:

Originally Posted by N0ctrnl (Post 240675)
There were some movement changes a few days ago that probably explain your issue.

https://github.com/EQEmu/Server/comm...668315c0a931d1

Good catch N0ctrnl

lordnivek1 06-05-2015 05:45 PM

Quote:

Originally Posted by N0ctrnl (Post 240691)
Keep in mind that permarooted mobs will no longer be rooted if you change their runspeed. I had to go back and fix them. :)

how would i write a Querry for HeidiSQL to change every number in runspeed that is greater then 0 but less then 1.25 to 1.25? the only thing i know how to do is make every number the same like this.

Code:

UPDATE npc_types SET runspeed = '1.25'
which would change every speed.

Shendare 06-05-2015 05:52 PM

Code:

UPDATE npc_types SET runspeed = 1.25 WHERE runspeed > 0 AND runspeed < 1.25;

Kingly_Krab 06-05-2015 05:53 PM

Quote:

Originally Posted by lordnivek1 (Post 240712)
how would i write a Querry for HeidiSQL to change every number in runspeed that is greater then 0 but less then 1.25 to 1.25? the only thing i know how to do is make every number the same like this.

Code:

UPDATE npc_types SET runspeed = '1.25'
which would change every speed.

As far as to why you would do that, I'm not sure, but here is the query (use it at your own risk):
Code:

UPDATE `npc_types` SET `runspeed` = '1.25' WHERE `runspeed` > '0.0' AND `runspeed` < '1.25';

demonstar55 06-05-2015 06:58 PM

It appears if there is a path file, the mobs will continue pathing if their runspeed is 0? If someone doesn't get to it before I do, I'll try to fix it.

lordnivek1 06-05-2015 08:47 PM

Quote:

Originally Posted by Kingly_Krab (Post 240714)
As far as to why you would do that, I'm not sure, but here is the query (use it at your own risk):
Code:

UPDATE `npc_types` SET `runspeed` = '1.25' WHERE `runspeed` > '0.0' AND `runspeed` < '1.25';

because that is what I thought it was saying to do here.

https://github.com/EQEmu/Server/comm...668315c0a931d1

lordnivek1 06-05-2015 10:47 PM

did a git pull and recompiled with new fix and it seems to work. Thank you everyone for the help

Kingly_Krab 06-05-2015 10:49 PM

As of Demonstar55's commit, this should be fixed.


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