FlatroON Posted September 26, 2021 Posted September 26, 2021 (edited) Hello, Im running l2jmobius c4 server on Linux, and I encountered a problem, when running in dualbox the character on inactive l2 window doesn't follow the main one properly, it comes close and than snaps back to where it was.... server is running with original geodata, also tried switching to L2OFF geodata, didn't help... Any ideas? Edited September 26, 2021 by FlatroON Quote
zemaitis Posted September 26, 2021 Posted September 26, 2021 Ask @Mobius or report to l2jmobius forum. Quote
FlatroON Posted September 26, 2021 Author Posted September 26, 2021 1 hour ago, zemaitis said: Ask @Mobius or report to l2jmobius forum. I did post on mobius forum at first, but no reply. Hope somebody here can help... Thanks anyway... Quote
Psygrammator Posted September 26, 2021 Posted September 26, 2021 9 hours ago, FlatroON said: Hello, Im running l2jmobius c4 server on Linux, and I encountered a problem, when running in dualbox the character on inactive l2 window doesn't follow the main one properly, it comes close and than snaps back to where it was.... server is running with original geodata, also tried switching to L2OFF geodata, didn't help... Any ideas? There is a follow method, I don't know how it works on a mobius, but perhaps you should pay attention to it. If, of course, you understand programming Quote
FlatroON Posted September 30, 2021 Author Posted September 30, 2021 On 9/27/2021 at 1:47 AM, Psygrammator said: There is a follow method, I don't know how it works on a mobius, but perhaps you should pay attention to it. If, of course, you understand programming No I don't, nor I can find anything related to this problem online. That is the main problem I came across with this server, it really is a pain is the a.. for people playing with dualbox on my server, hope there is a fix for this. Quote
Rootware Posted September 30, 2021 Posted September 30, 2021 This is related with movement system (FOLLOW behavior part). Doubt what Mobius have enough knowledge to fix it. Possible it will be fixed as soon as he find where it could be taken as working code. Quote
Trance Posted October 1, 2021 Posted October 1, 2021 Try this: AbstractAI.java _accessor.moveTo(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset); to _accessor.moveTo(pawn.getX(), pawn.getY(), pawn.getZ(), offset); 1 Quote
FlatroON Posted October 1, 2021 Author Posted October 1, 2021 13 hours ago, Trance said: Try this: AbstractAI.java _accessor.moveTo(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset); to _accessor.moveTo(pawn.getX(), pawn.getY(), pawn.getZ(), offset); There is no such file on C4, found one on interlude from same developer but not on c4. Quote
Trance Posted October 1, 2021 Posted October 1, 2021 13 hours ago, FlatroON said: There is no such file on C4, found one on interlude from same developer but not on c4. I took it from c4, it just could be with _actor for you. 1 Quote
FlatroON Posted October 1, 2021 Author Posted October 1, 2021 1 hour ago, Trance said: I took it from c4, it just could be with _actor for you. Still can't find it, there are these 3 folders inside AI folder, and this is the list of all .java files Quote
Trance Posted October 1, 2021 Posted October 1, 2021 (edited) 11 hours ago, FlatroON said: Still can't find it, there are these 3 folders inside AI folder, and this is the list of all .java files AbstractAI.java is inside the core, not in the scripts. org.l2jmobius.gameserver.ai Edited October 1, 2021 by Trance Quote
FlatroON Posted October 1, 2021 Author Posted October 1, 2021 12 minutes ago, Trance said: AbstractAI.java is inside the core, not in the scripts. org.l2jmobius.gameserver.ai Ah, inside the source... Found one, there are two lines beginning with "_accessor.moveTo" and it's exactly set to what you suggested, so I guess it shouldn't be the problem. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController _accessor.moveTo(pawn.getX(), pawn.getY(), pawn.getZ(), offset); and // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController _accessor.moveTo(x, y, z); Quote
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