Well, the area i was running around in was the forest area around the cemetary. Was just running around with my young char and had the respan happen several times during 10 minutes. But this might support my suspition that this is a problem that increase over time. Might be fine after a respawn, and start to happen after a time period. Shrugs.
Ok, noticed another clue.
When i loged my char off, and loged in with my Admin, the corpsers changed position (Respawned?), then i loged the Admin of and loged the player on again, and the corpsers had once again changed position
Tried this two more times, with the same result. When i loged of, there were no more players on the shard.
hmm. I just tried logging in and out at the corpser spawner by the boat with multiple chars, player and admin. No effect.
Is this now with v3.15?
Just did a restart of my server, and still same thing.
Maybe you want to download the entier shard, and see if you can recreate the problem on it. Have not done any manual respawns on it for a loooong while, since i suspect if i do, the problem goes away just to reapear in the future again.
try doing something. Use this command on the corpsers
[xmlget creationtime
QUOTE (Allmight @ September 05, 2006 05:51 pm) |
Just did a restart of my server, and still same thing.
Maybe you want to download the entier shard, and see if you can recreate the problem on it. Have not done any manual respawns on it for a loooong while, since i suspect if i do, the problem goes away just to reapear in the future again. |
yeah, you can zip up the entire server and I can take a look.
Okay, they are created "2006-08-27 15:05:27". And every time they change position they have the same timestamp. So it seems they are not respawned, but moved around.
ah... now I get it.
It is the spawnidletime feature that isnt working properly. Under RunUO 2.0 CreationTime was changed so that is no longer writable. Because of that I had to comment out the code that reassigned that after repositioning it in the idle time algorithm, but what that means is that after 72 hours when it repositions it, it will just keep repositioning it because it cant reset the CreationTime.
I would just disable that feature for now by setting SpawnIdleTime at line 78 in xmlspawner2.cs to 0.
Good catch!
Ah, will try that one out. *keeps fingers crossed*
Hmmm, i changed
CODE |
private const double SpawnIdleTime = 72.0; // time in hours after which idle spawns will be relocated
|
to
CODE |
private const double SpawnIdleTime = 0.0; // time in hours after which idle spawns will be relocated
|
But that made no difference. Monsters and corpsers most notably still change position.
Doesn't this just decreas the time until they start to relocate to right away when spawned?
Whoops, changed the wrong shard. Now i changed to 0.0 on the right shard, and it did the trick. They no longer change positions. Will play a bit on the shard to make sure, but from what i can see, it now works great.
Thanks for your help, your'e "The Man".
Just found a funny side effect of this bug.
I noticed that Horde Minions and Undead in the cemetary kept attacking Young players on sight, even after they finished the quest, which is not how it works on OSI. But i thought this was a RunUO issue. Well, now when i have disabled the respawn part, they have stoped attacking on sight, just as they should work.
I dont know how this relates to this XmlSpawner thing, but somehow it does.
I thought you would maybe wanted to know this, so i posted it here, since it relates to this issue.
that probably is a side effect of repositioning creatures which will immediately activate the AI.
Yeah, but only happened to mobs that are involved in the newbie quest, Horde Minions, Skeletons and Zombies. No other mobs were affected. So maybe it's something in the quest system that did not like the repositioning part. *shrugs*
But as i said, i though it was best to report it, just in case.