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.
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There were some movement changes a few days ago that probably explain your issue.
https://github.com/EQEmu/Server/comm...668315c0a931d1 |
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.
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Keep in mind that permarooted mobs will no longer be rooted if you change their runspeed. I had to go back and fix them. :)
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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.
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Quote:
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Quote:
Code:
UPDATE npc_types SET runspeed = '1.25' |
Code:
UPDATE npc_types SET runspeed = 1.25 WHERE runspeed > 0 AND runspeed < 1.25; |
Quote:
Code:
UPDATE `npc_types` SET `runspeed` = '1.25' WHERE `runspeed` > '0.0' AND `runspeed` < '1.25'; |
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.
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Quote:
https://github.com/EQEmu/Server/comm...668315c0a931d1 |
did a git pull and recompiled with new fix and it seems to work. Thank you everyone for the help
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As of Demonstar55's commit, this should be fixed.
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