A couple of Ogrebot Issues

mistahmikey

Active Member
Hello,

Have noticed a couple of issues with Ogre in the Drunder heroic zones:

1) In MCP, hitting the Zone button while everyone is near the door (Spire or Stronghold) does nothing.

2) When I finish killing the totems that spawn the item for dispelling the barrier, at the end of the fight, my swashy always stays in combat, even though I have "turn off attack" checked. All other toons properly get out of combat at the end of the fight.

3) My scouts have taken to kinda jousting in and out a bit during a normal fight while they are trying to meelee. Not sure if they have always been doing that, but I just noticed it today.

Thats it, nothing major. Great program :)
 

Kannkor

Ogre
Hello,

Have noticed a couple of issues with Ogre in the Drunder heroic zones:

1) In MCP, hitting the Zone button while everyone is near the door (Spire or Stronghold) does nothing.

2) When I finish killing the totems that spawn the item for dispelling the barrier, at the end of the fight, my swashy always stays in combat, even though I have "turn off attack" checked. All other toons properly get out of combat at the end of the fight.

3) My scouts have taken to kinda jousting in and out a bit during a normal fight while they are trying to meelee. Not sure if they have always been doing that, but I just noticed it today.

Thats it, nothing major. Great program :)
1) The zone out isn't actually a zone. It's a "special". Try using the special button. (Different programmers at SOE do things different when making zones... joy).

2) Uhh... what is his target?

3) I think there is an issue... looking into it.
 

mistahmikey

Active Member
2) Not sure what you are asking me for this one. The swashy assists my tank, just like all the others, so he targetting through the tank. The actual target is the statue that you must kill in order to deactivate the force field that prevents you from progressing through the zone. There are like 4 or so of them in each zone, and the swashy stays in combat every time one is killed. He wont move with the rest of the group until I bring his window into focus and hit escape to end his combat stance.
 

Kannkor

Ogre
2) Not sure what you are asking me for this one. The swashy assists my tank, just like all the others, so he targetting through the tank. The actual target is the statue that you must kill in order to deactivate the force field that prevents you from progressing through the zone. There are like 4 or so of them in each zone, and the swashy stays in combat every time one is killed. He wont move with the rest of the group until I bring his window into focus and hit escape to end his combat stance.
Interesting...

And you're sure you have Turn off attack checked..?

Aside from that, look for other trends on why this is happening. Is he always invisible? etc.

Unfortunately there is no way for me to fix this without being able to reproduce it... however no one else has reported this, so it leads me to believe it's specific to you.

Does he move into melee range/behind the mob fine when he isn't the focused window?
 

mistahmikey

Active Member
Turn off attack is definitely checked.

He is not invis when he is left in combat.

Except for the little juking action I described earlier, he appears to move in behind the mob into meelee range just fine.

I will try to see if I can notice anything else that is unusual about him.
 

eclipsed

Member
I can confirm the scout melee dancing issue as well. My characters I have set to melee have started doing this lately. They move into position then constantly move in and out. This really sucks for casters I want to melee like my inq. Move the mob around a bit and eventually they settle down and stay in place. However this can be disastrous when taking on harder content as the inq is constantly interrupting himself. I have gotten around this by using campspots and only jousting the melee casters in once things are stabilized.
 

Kannkor

Ogre
I can confirm the scout melee dancing issue as well. My characters I have set to melee have started doing this lately. They move into position then constantly move in and out. This really sucks for casters I want to melee like my inq. Move the mob around a bit and eventually they settle down and stay in place. However this can be disastrous when taking on harder content as the inq is constantly interrupting himself. I have gotten around this by using campspots and only jousting the melee casters in once things are stabilized.
Open the file (can use notepad)..

..innerspace/scripts/eq2ogrecommon/ogrecommon.inc
Top line - what is the version #?
Should be 1.03# - what is the last #?

I noticed issues when I pushed a change, then I reverted it, so it should have patched back out. I seen the odd movement go away after I patched (I run 2 computers with identical files to everyone, then I have my 1 development computer which runs different).

The only time I've ever noticed odd movement is with mobs that are in the air (excluding the few hours when I had a bad file).

One thing you can try..

ISXOgre:Repatch

Will repatch 1 version and re-update the file. (Doesn't affect any settings etc).
 

mistahmikey

Active Member
What should the final # be? Mine is "2".

Also, I have looked at my swashy carefully when he does not disable combat, and I can see nothing unusual. He is targetting me. Very odd that it happens every time I kill the aforementioned statues, and never happens for every other mob type I kill.
 

tub210

Active Member
What you described I have seen in other zones as well. The scouts I have checked moved into melee and behind mob seem to lag behind after a fight and won't follow or move in unless you do a "Joust In" or "Come to Me". I have not noticed if they are stuck in combat or not.

I checked my version number and mine ends in "2" as well. I even tried the repatch command, and it still ends in "2".
 

Kannkor

Ogre
What should the final # be? Mine is "2".

Also, I have looked at my swashy carefully when he does not disable combat, and I can see nothing unusual. He is targetting me. Very odd that it happens every time I kill the aforementioned statues, and never happens for every other mob type I kill.
2 is the correct number.

Oh.. If it's only happening on a certain mob/mob type, it's because the mob is in the air. (or their center point is so stupidly high, it seems like they are in the air). So toons try to get close enough, but can't, then they end up "too close" to the center, so they try to back up.

The issue is using 3D checks instead of 2D checks, however, the base range of a mob is based off of a 3D check.
 

mistahmikey

Active Member
Well, just so I am clear, I was not talking about my swashy kind of jousting in and out while trying to move into meelee range. They problem I was describing is the one where after the fight ends and the swashy will not disengage combat. It only does that on the Drunder heroic zone statues you must kill to deactivate the force fields that prevent you from progressing through the zone.
 

insanitywiz

Senior Member
Well, just so I am clear, I was not talking about my swashy kind of jousting in and out while trying to move into meelee range. They problem I was describing is the one where after the fight ends and the swashy will not disengage combat. It only does that on the Drunder heroic zone statues you must kill to deactivate the force fields that prevent you from progressing through the zone.
Problem (I think) with those things is what you are killing turn into non targatable, non killable npcs. I have never had the problem persist for more then a couple seconds at max of it giving the not a valid target spam then shutting down attack.
 

mistahmikey

Active Member
Yep, tried turning that setting on and off straight away, no dice. Very odd problem - not earthshattering, just curious.
 
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