Closed GoogleCodeExporter closed 8 years ago
Same on WK test.
Original comment by ndoane@gmail.com
on 16 Jun 2011 at 11:07
most of the guards at town do this i looked into it and tryed everything on the
database but they still do it so its a broken code problem. ill check l1jp2 if
they have this problem too. then we miss something
Original comment by Nuijen...@gmail.com
on 18 Jun 2011 at 4:33
I caused this in an earlier merge, and it was fixed when smelf did some
housekeeping. I can't remember exactly what caused it (or may never have known
since it was fixed during his cleaning).
http://code.google.com/p/l1j-en/issues/detail?id=97&can=1&q=guards was where it
was reported last time. It's probably safe to assume that sometime between
when that bug was opened and closed, was when it was fixed, but the exact
revision wasn't noted because, again, I think it was fixed as a side affect of
bruce cleaning things up.
maybe that'll help someone track it down though
Original comment by tric...@gmail.com
on 18 Jun 2011 at 10:55
L1NpcInstance is the only place I can think of that could have caused this, but
I can't pick out anything obvious looking through it and even comparing it to
older versions.
Is there pathfinding code for npc's in other places?
Original comment by tric...@gmail.com
on 18 Jun 2011 at 11:01
This is done in the Spawnlist_npc, Spawnlist tables where the movement for
those NPC's are set higher then 0.
Original comment by Mike.Sul...@gmail.com
on 19 Jun 2011 at 9:59
doesnt matter if you set it to 0 on guards they still will roaming
Original comment by Nuijen...@gmail.com
on 19 Jun 2011 at 10:59
Fixed in r508.
Original comment by bm3...@gmail.com
on 22 Jun 2011 at 2:52
Original issue reported on code.google.com by
tric...@gmail.com
on 15 Jun 2011 at 9:48