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.
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 @ to a great amount sometimes might work.
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
I know you tried to work around with the radius, however I found that increasing the @ 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.
Temporarly we put statues of justice in the corners, but this is not good solution for me.
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 @ can give me more hints about offset of the AI class.
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.
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.
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 **** in GS server logic. Thanks for sharing your research.
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 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
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
As I show in the picture, a monster now returns to its spawn point when you remove it from range.
[Question]How to prevent uniques from summoning monsters? 11/01/2024 - SRO Private Server - 9 Replies This would help my squishy server from crashing every while as uniques spawn every 5~10mins so players don't get the chance to kill all the mobs that uniques summon, they just leave them and go ahead to find the next unique leaving loads of monsters behind which grow on and on till my server crash within 4Hours from launching server.
i have thought of replacing the regular uniques with titans if its not possible to disable the monsters from being spawned as titans don't summon mobs.. but...
[Question] Change the Gameserver's uniques to Normal Uniques ? 08/29/2012 - SRO Private Server - 6 Replies Hello,
After regard ....
Well i mean with Gameserver's Uniques, the uniques that Gameserver spawn it in schedule
(e.g : Isis , Anubis , Roc , Medusa , Seth and Haroeris )
If u added this uniques to RefTactics , Refnest n' Hive ...
they will not spawn by anyway .... i used SAME query on A fortress war unique and on seth , and the FW unqiue spawn , and seth do not :/
i checked the lines of RefObjCommon and Char , and they are same