Airship problem

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eva_m
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Airship problem

Post by eva_m »

To the last revision have ceased to fly normally airships from Gludio airship field to Gracia. Airship constantly is groundless without having reached to Keusereus alliance base a little and does not move from a place. It was tested with different geodata.


L2J Revision 4130:
L2JDP Revision 7349:
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Jesus.M
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Re: Airship problem

Post by Jesus.M »

With fresh install and without geodata it doesn't move from Keucereus Base either.
Design meets code. Obey the code!
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Szponiasty
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Re: Airship problem

Post by Szponiasty »

Lol, after updating my serv base sources to current L2J - same problem. Airships do not work. I've spent lil on trying to get to the bottom of this (though that I've did sth bad in source...), best result I got - airships work ok, until they're "seen" by players (knownlist?). So by boarding them and riding back and forth, they'll work fine... Once airship is not seen by any player, it gets stuck at pretty random position after teleporting.

Reverting :(
And in the next chronicle they went into space, fighting the evil empire... In a galaxy far, far away xD
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eva_m
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Re: Airship problem

Post by eva_m »

Szponiasty wrote:Once airship is not seen by any player, it gets stuck at pretty random position after teleporting.
(
Indeed. 100 %.
On what version did reverting?
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Szponiasty
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Re: Airship problem

Post by Szponiasty »

I was using l2jofficial files before. I dunno to which version I've reverted, but airships work again.
And in the next chronicle they went into space, fighting the evil empire... In a galaxy far, far away xD
hope
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Re: Airship problem

Post by hope »

the wharf Patrol are not about walking as they should need to make a L2WalkerGuard

but the ship works for me
wiseelf
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Re: Airship problem

Post by wiseelf »

Image
Do not work ships too.
The ship simply stands in one place.

Server Rev: 4136
DP Rev: 7371
I use google translate.
hope
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Re: Airship problem

Post by hope »

need to get wharf npc to walk any one got a walk script for this also need to attack Zealot of Shilen id is 18782

two of them spawn about every 6/7 mins apart each take it in turn and the wharf guards kill them seem to have a long aggro range
hope
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Re: Airship problem

Post by hope »

tested on live after removing some geodata in that area that was bugged ships do work but they seem from time to time stand still so the coding does need looked at
BUDU_KRATOK
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Re: Airship problem

Post by BUDU_KRATOK »

Same problem, ship got stuck near the base. :roll:
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hope
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Re: Airship problem

Post by hope »

still seems to be a problem devs plz have a look at the code
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eva_m
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Re: Airship problem

Post by eva_m »

core 4155 dp 7387
The problem still is.
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Jesus.M
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Re: Airship problem

Post by Jesus.M »

Come on devs, no word about it? Default files, no mods, what a hack is going on? :?
Design meets code. Obey the code!
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JIV
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Re: Airship problem

Post by JIV »

what is your geodata and cordsynchronize settings?
hope
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Re: Airship problem

Post by hope »

JIV wrote:what is your geodata and cordsynchronize settings?
what geodata files are in that area as was sure i removed all from that location but might of missed some if you can name the files that need to be removed from that place
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