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  #1  
Old 03-26-2004, 02:29 AM
sandy
Hill Giant
 
Join Date: Oct 2002
Posts: 212
Default facing its target when rooted

hello
i was trying to make the mobs to facing their target while they are rooted
I tried this int mobai.cpp in AI_Process

Code:
		else {
			// See if we can summon the mob to us
			if (!HateSummon()) {
// TODO: Check here for another person on hate list with close hate value
				if (AIautocastspell_timer->Check()) {
#if MobAI_DEBUG_Spells >= 25
					cout << "Engaged (pursing) autocast check triggered: " << this->GetName() << endl;
#endif
					AICastSpell(target, 90, SpellType_Root | SpellType_Nuke | SpellType_Lifetap | SpellType_Snare);
				}
				else if (AImovement_timer->Check()) {
					if( !IsRooted())
						CalculateNewPosition(target->GetX(), target->GetY(), target->GetZ(), GetRunspeed());
					else {
						FaceTarget(target,true);
						if ( IsMoving() ) {
							SetRunAnimSpeed(0);
							SetMoving(false);
							moved=false;
						} 
					}

				}
			}
		}
it works well when the monster is not moving and you root him
but if the monster is moving before you root him
when rooted he continues to perform its running animation
I don't understand why ? anyone can help plz ?
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  #2  
Old 03-26-2004, 03:12 AM
RexChaos
Dragon
 
Join Date: Feb 2004
Location: Everywhere you want to be
Posts: 582
Default

I always thought it was lame that mobs could turn while rooted but PC's couldn't. Of course that may have to do with the fact that I'm partial towards rogues anyway.
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  #3  
Old 03-26-2004, 08:51 AM
samandhi's Avatar
samandhi
Demi-God
 
Join Date: Aug 2003
Posts: 1,056
Default

Quote:
works well when the monster is not moving and you root him
but if the monster is moving before you root him
when rooted he continues to perform its running animation
I don't understand why ? anyone can help plz ?
I am not totally sure of this so bonk me of I am wrong, but wasnt something like that implemented on purpose to make up for not being able to use fear (read in temporary place of), until pathing is implemented?
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  #4  
Old 03-27-2004, 05:23 AM
devn00b's Avatar
devn00b
Demi-God
 
Join Date: Jan 2002
Posts: 15,658
Default

could always force the animation. doanim(0);? cant recall the exact function but somthing like that.
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  #5  
Old 03-27-2004, 08:56 AM
Scorpious2k's Avatar
Scorpious2k
Demi-God
 
Join Date: Mar 2003
Location: USA
Posts: 1,067
Default

Mob:oAnim(const int animnum, int type, bool ackreq)
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