[Question] Prevent dungeon uniques from stuck

12/15/2023 14:04 hexcode#1
Hello guys, i am looking for working solution that prevent stuck of uniques spawned in dungeons. We recently added new area based on Flame temple. The uniques inside can be easy stuck and killed without big effort. One of the method is to make all uniques to not move its not a good solution.Fixing the radius its not working too for dungeons.Our project is based of old Blackrogue server files. Any hint will be useful.

Regards
12/15/2023 14:54 SubZero**#2
there is AI Class in the gs that controls the state of the obj so you can know if the mob is stuck or is doing buffs so you can move it
12/15/2023 15:36 hexcode#3
Quote:
Originally Posted by SubZero** View Post
there is AI Class in the gs that controls the state of the obj so you can know if the mob is stuck or is doing buffs so you can move it
Is this a offset patch of gs or filter related solution?

Regards
12/15/2023 18:23 SubZero**#4
Quote:
Originally Posted by hexcode View Post
Is this a offset patch of gs or filter related solution?

Regards
nope its gs class, not a patch you need to reverse the functions of it
12/16/2023 23:16 Judgelemental#5
Quote:
Originally Posted by hexcode View Post
Hello guys, i am looking for working solution that prevent stuck of uniques spawned in dungeons. We recently added new area based on Flame temple. The uniques inside can be easy stuck and killed without big effort. One of the method is to make all uniques to not move its not a good solution.Fixing the radius its not working too for dungeons.Our project is based of old Blackrogue server files. Any hint will be useful.

Regards
I know you tried to work around with the radius, however I found that increasing the @[Only registered and activated users can see links. Click Here To Register...] to a great amount sometimes might work.
12/17/2023 08:07 hexcode#6
Quote:
Originally Posted by SubZero** View Post
nope its gs class, not a patch you need to reverse the functions of it
Can you show me the offset?IF you have it for VSRO i can try to find it in BlackRogue.

Regards

Quote:
Originally Posted by Judgelemental View Post
I know you tried to work around with the radius, however I found that increasing the @[Only registered and activated users can see links. Click Here To Register...] to a great amount sometimes might work.
Yeah this work for regular mobs,to prevent over respawn of the mobs, even they are a live,but stuck in some place.But for uniques in dungeons, not(maps with negative number).Radius is currently set to 4000.When the unique stuck in some place (loored by player),he just turn in different directions fast and run on one place.This is because the mob already select the player and try to perform the skill,but he cant, because of detected collision with object on map.Sometimes the mob just run in same place and try to turn in different dicetions or sometimes even stop moving and is faced a different posifion not against the attacking player.

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Temporarly we put statues of justice in the corners, but this is not good solution for me.

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Regards
12/17/2023 20:32 janicka#7
What br files you using? TestLocal cap 100 v33? Im working with them. Maybe i can do some tests.
12/17/2023 21:23 hexcode#8
Quote:
Originally Posted by janicka View Post
What br files you using? TestLocal cap 100 v33? Im working with them. Maybe i can do some tests.
I think is the same.Alexandria its not fully integrated in this files.If find any solution please let me know. I hope @[Only registered and activated users can see links. Click Here To Register...] can give me more hints about offset of the AI class.

Regards
12/18/2023 03:14 Mc-Diesel#9
Quote:
Originally Posted by hexcode View Post
I think is the same.Alexandria its not fully integrated in this files.If find any solution please let me know. I hope @[Only registered and activated users can see links. Click Here To Register...] can give me more hints about offset of the AI class.

Regards
AI Static Addrs Vsro 0x00D6A96C
12/18/2023 09:57 hexcode#10
Quote:
Originally Posted by Mc-Diesel View Post
AI Static Addrs Vsro 0x00D6A96C
Thanks i will take a look.

Regards
12/28/2023 23:10 janicka#11
Quote:
Originally Posted by hexcode View Post
Thanks i will take a look.

Regards
I did some research, and this logic by my observations, mobs are stucked/bugged on place, where you spawn in dungeon when you use reverse return scroll, i traced it, and for me, not sure is comming from nvm data. Ill try to compare it with JSRO, GS Logic and nvm files. Also seems to have some common things with party mobs spawn. In my observations party mobs spawn breaking its logic. Ill be searching further.
12/29/2023 09:31 hexcode#12
Quote:
Originally Posted by janicka View Post
I did some research, and this logic by my observations, mobs are stucked/bugged on place, where you spawn in dungeon when you use reverse return scroll, i traced it, and for me, not sure is comming from nvm data. Ill try to compare it with JSRO, GS Logic and nvm files. Also seems to have some common things with party mobs spawn. In my observations party mobs spawn breaking its logic. Ill be searching further.
Sounds like deep shit in GS server logic. Thanks for sharing your research.

Regards
05/06/2024 21:50 _SGA_#13
This problem exist in BlackRogue files, in Chin's tomb the mobs gets stuck to the walls and they start to overspawn and eventually the server starts to use all the power of the CPU and it starts to lagg. I worked on it from time to time from 2013 to 2018 but haven't found a solution. Increasing decreasing range, nothing helps. I was running the dungeons in second in seperate game server and restarting the game automatically with a script every 48 hours.
05/06/2024 22:52 hexcode#14
Quote:
Originally Posted by _SGA_ View Post
This problem exist in BlackRogue files, in Chin's tomb the mobs gets stuck to the walls and they start to overspawn and eventually the server starts to use all the power of the CPU and it starts to lagg. I worked on it from time to time from 2013 to 2018 but haven't found a solution. Increasing decreasing range, nothing helps. I was running the dungeons in second in seperate game server and restarting the game automatically with a script every 48 hours.

Just make radios 4000 and everything will run fine, without overspawn of mobs. Restarting of server every 48 hours its nit a good option. The problem with stuck of bosses its not exact same issue.
Regards
05/14/2024 21:59 Trapezun#15
Quote:
Originally Posted by _SGA_ View Post
This problem exist in BlackRogue files, in Chin's tomb the mobs gets stuck to the walls and they start to overspawn and eventually the server starts to use all the power of the CPU and it starts to lagg. I worked on it from time to time from 2013 to 2018 but haven't found a solution. Increasing decreasing range, nothing helps. I was running the dungeons in second in seperate game server and restarting the game automatically with a script every 48 hours.
This is not a solution. If you increase this range, the spawning area will expand very much and the players will be disturbed by this situation and there will be no monsters around.
the is not the problem in navmesh
When a monster moves out of range, the game host observes that it is stuck.
and creates a gathering area for each zone
This is an error made by the game server

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As I show in the picture, a monster now returns to its spawn point when you remove it from range.

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and monster spawn points will no longer be empty