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    Enemy summons not vanishing on summoner death

    Scheduled Pinned Locked Moved Closed Bugs
    17 Posts 11 Posters 867 Views
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    • SteelsSweetsS
      SteelsSweets Banned
      last edited by

      You shall be avenged!

      (if feature, plz give kill xp?)

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      • EchoE
        Echo
        last edited by

        which summoner mobs did this affect, specifically?

        "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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        • AcemviA
          Acemvi
          last edited by

          I've definitely seen Dire Badgers stick around.

          "Nobody realizes that some people expend tremendous energy merely to be normal." - Albert Camus

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          • SteelsSweetsS
            SteelsSweets Banned
            last edited by

            PC summoners.

            NPC summoners. The one I can think of specifically is the druid in the Halfhap quest.

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            • EchoE
              Echo
              last edited by

              I need the names of the summoners, not what they summoned :) Specific names/examples, please.

              "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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              • F
                foley
                last edited by

                From what I've seen it's any NPC caster that can summon, like even bandit mage summons stick around.

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                • L
                  Lobo
                  last edited by

                  Foley is correct

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                  • EchoE
                    Echo
                    last edited by

                    Tested IG just now. took about 5 seconds after the bandit mage died before the summon disappeared. There also was no unsummon vfx firing.
                    Not sure what's causing it.

                    "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                    • MatticusthegreenM
                      Matticusthegreen
                      last edited by

                      Even dismissing Summons, turns them hostile, and they hang around way long then they should, I’ve had dismissed summons run up and kill npcs or npcs run up and attack them, only way I can do the old actual dismissal is doing a rest.

                      "When I grow up I want to be,
                      One of the harvesters of the sea.
                      I think before my days are done,
                      I want to be a fisherman."

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                      • SteelsSweetsS
                        SteelsSweets Banned
                        last edited by

                        Use the little child's top shaped widget on them.

                        They unsummon without going hostile.

                        Also you can hit R and they will unsummon as well even if you are not able to rest.

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                        • MatticusthegreenM
                          Matticusthegreen
                          last edited by

                          that's what I ment when I said Doing a rest, I just mash R to desum,

                          "When I grow up I want to be,
                          One of the harvesters of the sea.
                          I think before my days are done,
                          I want to be a fisherman."

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                          • foamcastleF
                            foamcastle
                            last edited by

                            Sticky situation sorcerer did it yesterday. I think she summoned a badger.

                            -foamcastle

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                            • PuffyP
                              Puffy
                              last edited by

                              Uncertain how we could fix this, maybe an edit to the summoning scripts? @Zool what do you think?

                              @SpiffyMeister
                              the real bench mark for success is if you seduce a puffy pc or npc
                              @Prof-Misclick
                              Puffy said "Don't you trust me? Then vote yes NERD!"
                              #scaredofstrongwomen

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                              • ZoolZ
                                Zool
                                last edited by

                                @Puffy yes... this can be fixed - but the issue comes from having made NPC's able to use the summon themes.

                                I made it so it uses the same code as players- however, NPC's don't really have "Henchmen" in the same way that players do.

                                There are a couple options:

                                1: Refactor the code to use the SummonCreature() effect to spawn the monster (I think I looked at this but it's a tad odd how it works... I think, not entirely sure why I didn;'t do it but there will have been a reason, though that reason may have been simply, it was faster to do it the other way and I was in a rush)

                                2: put some kind of check on the summoned creature, which either uses a heartbeat to check for it';s master existence (This may be in place and is why they despawn at all) or, put a function into the death of NPC's, that checks for summoned creatures stored as local objects and removes them with the relevant effects on NPC death.

                                Both require the code between players and NPC's to be re-split (which I avoided with the fix to them using summon themes) and both require some fiddling about and testing, but they should also both work.

                                Ideal is option 1 though, as it's the least complex and least dependant on other scripts and storing variables.

                                > !!!MOLES for the MOLE GOD!!!

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                                • ZoolZ
                                  Zool
                                  last edited by

                                  Ok, I finally got round to fixing this.

                                  > !!!MOLES for the MOLE GOD!!!

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