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Global Switch for Mobile Movement

 
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Aemon



Joined: 02 Jun 2017
Posts: 4

PostPosted: Fri Jun 02, 2017 6:18 am    Post subject: Global Switch for Mobile Movement Reply with quote

Greetings! We are rebooting an older (2009-2011) MUD based on Dawn and I'm having a bit of trouble getting some things running. For this post: Is there a global on/off switch for mob movement? I have a bunch of areas and existing mobs, but I am not seeing any mob movement, and the mobiles are not set to sentinel/nomove. We are based on DoT 1.69s, Rewoven Pattern 0.5 by Ulysee Thompson.


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Daos



Joined: 29 Jan 2003
Posts: 1216
Location: United States

PostPosted: Mon Jun 05, 2017 10:10 am    Post subject: Re: Global Switch for Mobile Movement Reply with quote

Aemon wrote:
Greetings! We are rebooting an older (2009-2011) MUD based on Dawn and I'm having a bit of trouble getting some things running. For this post: Is there a global on/off switch for mob movement? I have a bunch of areas and existing mobs, but I am not seeing any mob movement, and the mobiles are not set to sentinel/nomove. We are based on DoT 1.69s, Rewoven Pattern 0.5 by Ulysee Thompson.


When it comes to general NPC movement, there is an array of different factors that come into play.

1. How many max/min resets of that mobile vnum have been allotted for that area.

2. What type of ACT flags are enabled.

3. What exit flags do you have set up for each room? (ie. doors, oneway, etc.)

Most of the time, it just takes a few ticks for the game to get the mobs to start spawning and then they typically move on their own granted there are no restrictions set on them.



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Aemon



Joined: 02 Jun 2017
Posts: 4

PostPosted: Mon Jun 05, 2017 10:52 am    Post subject: Reply with quote

Currently, the MUD has been up for 4 days, 9 minutes, 27 seconds...and they're still not moving. Thus, I was wondering if there was some global "make everything stop moving" switch/toggle that might have been inadvertently flipped.


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Daos



Joined: 29 Jan 2003
Posts: 1216
Location: United States

PostPosted: Tue Jun 06, 2017 4:47 pm    Post subject: Reply with quote

Do any of them have the dont_wander act flag toggled? If memory serves, I believe that is a default flag that is activated when a NPC is created.



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Aemon



Joined: 02 Jun 2017
Posts: 4

PostPosted: Wed Jun 07, 2017 6:42 am    Post subject: Reply with quote

They do not. This mob wanders:

Code:
-============================= MEDIT SHOW 3211 =============================-
Vnum: 3211    Level: 9     Area[5]: Barashta: The Rahad
Name: stingray silvery
Description:
  This wide sea creature has a flattened body that is silvery in color, being
lighter on the bottom side.  A long stinger extends from its tail section.
Short description:  a silvery stingray
Short description: 
`#`wa s`Wilver`wy `lst`kingr`lay`^
Default description: (description used if mob is in default position)
  A wide, silvery stingray darts by.
Default description:  `#`wA wide, s`Wilver`wy `lst`kingr`lay`^ darts by.
Default pos:   standing        Start pos: standing 
Race: fish     Size: medium    Sex: neutral  Material: unknown
Wealth:  0    Group: 0         Helpgroup: 0    xpmod: 100
Leads: 0         Follows: 0   
Hitroll: 0     DamType: sting  Damage dice: [ 1d1  +  22]  (avedam 23)
Note the DamType and Damage Dice are only used when the mob doesn't wield a weapon.
Hitpoints dice: [ 9d3  + 396]       Endurance dice: [22d7  + 990]
Armor:         [pierce: -450  bash: -450  slash: -450  magic: -400]
Affected By:   [haste swim]
Affected2 By:  [none]
Affected3 By:  [none]
Action:        [npc no_tame stay_area]
Action2:       [none]
Form:          [edible sentient fish]
Parts:         [head heart brains guts eye tail scales]
Offensive:     [none]
There are no extended descriptions.


And this one does not:

Code:
-============================= MEDIT SHOW 3208 =============================-
Vnum: 3208    Level: 50    Area[5]: Barashta: The Rahad
Name: barashandan citizen
Description:
  Citizens of Barashta are lightly dressed.  Many of them wear bright colors,
with billowing shirts and breeches of white, tan and light grey.  Soft brown
boots with turned-down tops are common. Many citizens of Eharon have skin
tones ranging from light to a darker tan, and darker hair colors are common,
but not necessarily the norm. Women often wear light dresses with deep
necklines.
Short description:  a citizen of Barashta
Short description: 
`xa citizen of Barashta
Default description: (description used if mob is in default position)
  A Barashandan citizen moves through the area.
Default description:  `WA Barashandan citizen moves through the area.`x
Default pos:   standing        Start pos: standing 
Race: eharon   Size: medium    Sex: neutral  Material: unknown
Wealth:  500  Group: 0         Helpgroup: 0    xpmod: 100
Leads: 0         Follows: 0   
Hitroll: 0     DamType: none  Damage dice: [ 2d10 + 125]  (avedam 136)
Note the DamType and Damage Dice are only used when the mob doesn't wield a weapon.
Hitpoints dice: [50d16 +2200]       Endurance dice: [125d40 +5500]
Armor:         [pierce: -2500  bash: -2500  slash: -2500  magic: -2025]
Affected By:   [buffer fortitude]
Affected2 By:  [none]
Affected3 By:  [none]
Action:        [npc no_tame stay_area]
Action2:       [none]
Form:          [edible sentient biped mammal]
Parts:         [head arms legs heart brains guts hands feet fingers ear eye]
Offensive:     [none]
There are no extended descriptions.


Could it be the stay_area flag? How is the "area" defined for what it will stay in? Sector, terrain, something else? Both have the flag, but the stingray moves in swim/noswim sectors, the citizen does not move in city sectors.


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Trell



Joined: 28 Jun 2013
Posts: 49

PostPosted: Tue Jun 27, 2017 9:43 am    Post subject: Some thoughts Reply with quote

It shouldn't be in the stay_area flag, though you might check the room flags. It's possible that the rooms have no_mob flags added, which will prevent mobs from moving around. Since it's a mud based on Dawn of Time, it's possible that the code itself has been changed in a way to prevent mob movement also in some way, and even a half-decent coder should be able to figure that out for you by looking into the mob wandering code in update.cpp, which also might show any flags preventing it. It is possible also, since it's not stock DoT, that the previous coder did in fact make a global flag for mob movement, and if so, you could probably find that by editing your game settings in the 'gameedit' command.


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Aemon



Joined: 02 Jun 2017
Posts: 4

PostPosted: Tue Jun 27, 2017 10:09 am    Post subject: Reply with quote

I'll start looking in those two places, thank you both!


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