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  #1  
Old 10-17-2006, 01:36 PM
GeorgeS
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Good explanation, I think I may have to add this capability to my editor...


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  #2  
Old 10-17-2006, 05:21 PM
bufferofnewbies
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oh btw. One major setback to this might be the fact that most mobs are not setup on a faction in DC (at least on my server atm). Most of your time will be spent makeing sure all roamers are actually set to a faction before you can set them to be kos to the Fab Four. That's the real reason I kept the first part of my text in there, if your dBase is anything like mine you will be busy.

I LOVE ordered chaos!


Oh george, if you do add this in, could I beg a favor? Make it so a value of 0 can be set to faction levels. It's a real timekiller to have to go back into the dBase atm and reset all my 'fake faction hits' to 0 there. I use 123 as mine, so i can see them quickly now but it sure does slow down my faction work.

/salute

Last edited by bufferofnewbies; 10-18-2006 at 01:25 AM..
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  #3  
Old 10-17-2006, 10:52 PM
Angelox
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What I have in mind is to set up a new, server-wide "mob-killer" faction. This could be used as a temporary solution, until, or if I decide to go back and fine tune factions. I say "server wide" , so I can apply it in any zone when needed. Factions aside, the zone just doesn't look or feel right with out these features, and here I am 2 days later, looking for a solution to this
Do you think this can be done?
.
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  #4  
Old 10-18-2006, 12:20 AM
Aramid
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Quote:
Originally Posted by Angelox
What I have in mind is to set up a new, server-wide "mob-killer" faction. This could be used as a temporary solution, until, or if I decide to go back and fine tune factions. I say "server wide" , so I can apply it in any zone when needed. Factions aside, the zone just doesn't look or feel right with out these features, and here I am 2 days later, looking for a solution to this
Do you think this can be done?
.
If you look at West Freport, there is a faction called 'Noobie Monster KOS to Guards'. These are setup on the Guards as aggressive and on mobs such as snakes, beetles, rats etc... as their primary faction. This makes the guards attack them when they are in range. Now, they also kill the Orcs, but that because those individual factions are setup.

You HAVE this as I am using your database and the PEQ Editor and it's all already in there.

So, I think if you just use that as a Template, you'll have what you need, but it may take more than just ONE Faction to get it to work as you need it too, unless you can identitfy which mobs will actually wander thru the Fab Four's camp based on the existing pathing setup and give them your Server Wide faction providing they aren't needed for anything else, like the noobie mobs.
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  #5  
Old 10-18-2006, 01:59 AM
Angelox
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I finally figured it out, it was too easy , I just always do things the "hard way". Thanks for all your help, I wouldn't have been able with out it.
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  #6  
Old 10-19-2006, 01:18 PM
Angelox
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I've been reading around and also remembering, and in the original Fab 4 camp, all NPC's attack roamers. I was thinking to set this, but I noticed that when two of the Fab4 npcs fight the same mob and after it's killed, they then proceed to fight each other.
Would this be a bug or is there something else I need to change?
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  #7  
Old 10-19-2006, 01:20 PM
bufferofnewbies
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make sure you have their 'assist' set for +1 and not -1, and also that they are not useing AE spells.

btw: i first noticed the assist agro problem when I was testing some coding outside CT. The lizards that spawn out there would hit others with the AE and if i backed up.. they would start in-fighting. I had to go and remove some AEs from the caster spell lists. (as well as that damned Flash of light line.. I never liked how it blanked out the whole screen) ahh, but not this is just me rambling..

Last edited by bufferofnewbies; 10-19-2006 at 09:30 PM..
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