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Tamed npc's / pets go *poof* - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: Tamed npc's / pets go *poof* (/Thread-Tamed-npc-s-pets-go-poof) Pages: 1 2 |
Tamed npc's / pets go *poof* - Joe Loop - 01-12-2013 11:57 PM For some reason sometimes the pets that players have tamed simply go *poof* and return to their spawn point .. or just poof and are gone for real (ending up nowhere) I have no special npc script in place whatsoever, so i am clueless here :/ Anything you heard about before, or maybe have a hunch what it could be? RE: Tamed npc's / pets go *poof* - RanXerox - 01-13-2013 04:49 AM Summoned pets dissapear in a puff of smoke... RE: Tamed npc's / pets go *poof* - Ben - 01-13-2013 05:15 AM if pet's go hungry, they can abandon their master... RE: Tamed npc's / pets go *poof* - Shaklaban - 01-13-2013 08:30 AM (01-12-2013 11:57 PM)Joe Loop Wrote: For some reason sometimes the pets that players have tamed simply go *poof* and return to their spawn point .. or just poof and are gone for real (ending up nowhere) you need to remove their home when they tamed, or use; PHP Code: on=@npclostteleport RE: Tamed npc's / pets go *poof* - Joe Loop - 01-14-2013 01:59 AM But if i use that fix, i get: 16:57:DEBUG:__ thread (508660) __ | # | _____ function _____________ | ticks passed from previous function start ______ 16:57:DEBUG:>> 508660 | 0 | CWorld::OnTick | +0 16:57:DEBUG:>> 508660 | 1 | CSector::OnTick | +0 16:57:DEBUG:>> 508660 | 2 | CChar::OnTick | +0 16:57:DEBUG:>> 508660 | 3 | CChar::NPC_OnTickAction | +0 <-- exception catch point (below is guessed and could be incorrect!) 16:57:DEBUG:>> 508660 | 4 | CChar::NPC_Act_Idle | +0 16:57:DEBUG:>> 508660 | 5 | CChar::NPC_LookAround | +0 16:57:DEBUG:>> 508660 | 6 | CChar::NPC_LookAtChar | +0 16:57:DEBUG:>> 508660 | 7 | CChar::NPC_LookAtCharMonster | +0 16:57:DEBUG:>> 508660 | 8 | CChar::Fight_Attack | +0 16:57:DEBUG:>> 508660 | 9 | CChar::Memory_Fight_Start | +0 16:57:DEBUG:>> 508660 | 10 | CResource::GetDefaultMsg | +0 16:57:CRITICAL:"Access Violation" (0x7432f9ac), in CChar::NPC_TickAction() #1 "idle" RE: Tamed npc's / pets go *poof* - Mordaunt - 01-14-2013 03:33 AM Try it this way, just to see Code: ON=@NPCLostTeleport RE: Tamed npc's / pets go *poof* - Joe Loop - 01-14-2013 06:31 AM Nope no changes, still get the error and dident really make any changes today other than that script :/ RE: Tamed npc's / pets go *poof* - ChaveS - 01-14-2013 10:40 AM what if Code: ON=@NPCLostTeleport RE: Tamed npc's / pets go *poof* - Mordaunt - 01-14-2013 11:42 AM (01-14-2013 10:40 AM)ChaveS Wrote: what if @NPCLostTeleport fires before a creature returns home... what your doing there basically would allow default behavior making the script itself pointless RE: Tamed npc's / pets go *poof* - Joe Loop - 01-15-2013 02:59 AM Anyway its a wierd error .. im not even sure its related to the script anymore, i tried to completely remove it, resync and error still occurs, havent rebooted thou since i dont wanna get the players mad... But everytime i summon/spawn an npc error comes up .. and it started after i added the script :/ |