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  #91  
Old 02-10-2014, 02:31 PM
chief chief is offline
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I'm assuming you were using lev on the royal pulls which seems to be the problem.
  #92  
Old 02-10-2014, 02:55 PM
Vyal Vyal is offline
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Quote:
Originally Posted by chief [You must be logged in to view images. Log in or Register.]
I'm assuming you were using lev on the royal pulls which seems to be the problem.
they don't warp unless you use lev at the trayer tunnel, thats when all the weird pathing starts.
  #93  
Old 02-11-2014, 06:49 AM
arsenalpow arsenalpow is offline
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Quote:
Originally Posted by chief [You must be logged in to view images. Log in or Register.]
I'm assuming you were using lev on the royal pulls which seems to be the problem.
Don't believe I was levved at that moment. Like I originally stated they only bugged out when they weren't fully reset back at the spawn point. I'm relatively sure that's the root of this bug.
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  #94  
Old 02-11-2014, 10:00 AM
Haynar Haynar is offline
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Quote:
Originally Posted by arsenalpow [You must be logged in to view images. Log in or Register.]
Don't believe I was levved at that moment. Like I originally stated they only bugged out when they weren't fully reset back at the spawn point. I'm relatively sure that's the root of this bug.
If you run up ramp and FD around corner, pathing bugs all out. This is not related to the pathing changes. But I did figure out the issue and have those kind of flops working now on my test server. The other pathing issues have revealed a bug in the pathing code I think. It could be the root cause of the problems. Working on it as quick as I can. I got like 10 different styles of pulls I am testing with. Its not so much fun thus far. But I am getting it worked out. I think I found one of the big cpu hogs with pathing too, so working on getting code optimized. Hate to pull an soe, and force ae groups to stop because it uses too much cpu. =P

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  #95  
Old 02-11-2014, 10:15 AM
Pullyn Pullyn is offline
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Quote:
Originally Posted by arsenalpow [You must be logged in to view images. Log in or Register.]
Don't believe I was levved at that moment. Like I originally stated they only bugged out when they weren't fully reset back at the spawn point. I'm relatively sure that's the root of this bug.
Maybe you were using stalking probes like we normally do? I could see the z axis thing being an issue at the top of the ramp when you aggro from up there and not necessarily being levitated.
  #96  
Old 02-11-2014, 04:43 PM
arsenalpow arsenalpow is offline
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Quote:
Originally Posted by Pullyn [You must be logged in to view images. Log in or Register.]
Maybe you were using stalking probes like we normally do? I could see the z axis thing being an issue at the top of the ramp when you aggro from up there and not necessarily being levitated.
Ya I was definitely using probes but the root of the issue was when the mobs were walking home and I'd stand before they finished resetting they'd warp through the wall.

Haynar if there's anything I can log or test I'd be more than happy to help.
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  #97  
Old 02-11-2014, 08:38 PM
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I have pulling from lev ledge working. I have pulling mobs at bottom from bridge working. I have pulling in Chardok working with lev up. I have FD around royals, reaggro working. Need to check Yeti caves, and run a bunch of logs to make sure the function calls are not going apeshit on something unexpected.

H
  #98  
Old 02-12-2014, 09:28 AM
arsenalpow arsenalpow is offline
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Anywhere there's a change in elevation seems to create havoc. For example inside the Sarnak fort in LoIO. If the mob would walk down a step to get to me he'd be fine to engage. If we came directly to me and didn't use the stairs I'd have to retarder him before I could attack him. Not to mention sometimes they'd freak out at low health and warp rapidly down the hall. Not the kind of mob walking one way but actually moving the other way warping. I'm talking some night crawler rapid fire shit.
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  #99  
Old 02-12-2014, 11:42 AM
Man0warr Man0warr is offline
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Had the same thing happen at CE in Mistmoore last night as Sarnak Fort - low hp mob was walking back across bridge to go into Castle and then just poofed (back to it's spawn point I imagine) and then about 20 mobs came running out shortly after.

Moral of the story after that happened - root/snare everything before it gets close to bridge.
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  #100  
Old 02-12-2014, 10:54 PM
dax dax is offline
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chardok is a fluster cluster fuck, pulled 7 hours rampage warpage half the pulls,also when i pulled out side royal room brought the mobs to group and wham Korocust says, "HI" and wipes group O_O HOW??? He's like on the other side of the path ;/
Last edited by dax; 02-12-2014 at 11:00 PM..
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