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[Question] Prevent dungeon uniques from stuck
Discussion on [Question] Prevent dungeon uniques from stuck within the SRO Coding Corner forum part of the Silkroad Online category.
12/15/2023, 14:04
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#1
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[Question] Prevent dungeon uniques from stuck
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.
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12/15/2023, 14:54
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#2
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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
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12/15/2023, 15:36
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#3
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Quote:
Originally Posted by SubZero**
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
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Is this a offset patch of gs or filter related solution?
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12/15/2023, 18:23
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#4
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Quote:
Originally Posted by hexcode
Is this a offset patch of gs or filter related solution?
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nope its gs class, not a patch you need to reverse the functions of it
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12/16/2023, 23:16
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#5
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Quote:
Originally Posted by hexcode
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
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I know you tried to work around with the radius, however I found that increasing the @  to a great amount sometimes might work.
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12/17/2023, 08:07
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#6
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Quote:
Originally Posted by SubZero**
nope its gs class, not a patch you need to reverse the functions of it
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Can you show me the offset?IF you have it for VSRO i can try to find it in BlackRogue.
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Quote:
Originally Posted by Judgelemental
I know you tried to work around with the radius, however I found that increasing the @  to a great amount sometimes might work.
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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.
Temporarly we put statues of justice in the corners, but this is not good solution for me.
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12/17/2023, 20:32
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#7
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What br files you using? TestLocal cap 100 v33? Im working with them. Maybe i can do some tests.
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12/17/2023, 21:23
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#8
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Quote:
Originally Posted by janicka
What br files you using? TestLocal cap 100 v33? Im working with them. Maybe i can do some tests.
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I think is the same.Alexandria its not fully integrated in this files.If find any solution please let me know. I hope @  can give me more hints about offset of the AI class.
Regards
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12/18/2023, 03:14
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#9
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Quote:
Originally Posted by hexcode
I think is the same.Alexandria its not fully integrated in this files.If find any solution please let me know. I hope @  can give me more hints about offset of the AI class.
Regards
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AI Static Addrs Vsro 0x00D6A96C
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12/18/2023, 09:57
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#10
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Quote:
Originally Posted by Mc-Diesel
AI Static Addrs Vsro 0x00D6A96C
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Thanks i will take a look.
Regards
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12/28/2023, 23:10
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#11
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Quote:
Originally Posted by hexcode
Thanks i will take a look.
Regards
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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.
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12/29/2023, 09:31
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#12
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Quote:
Originally Posted by janicka
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.
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Sounds like deep **** in GS server logic. Thanks for sharing your research.
Regards
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05/06/2024, 21:50
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#13
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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.
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05/06/2024, 22:52
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#14
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Quote:
Originally Posted by _SGA_
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.
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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.
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05/14/2024, 21:59
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#15
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Quote:
Originally Posted by _SGA_
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.
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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
As I show in the picture, a monster now returns to its spawn point when you remove it from range.
and monster spawn points will no longer be empty
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