Airship problem
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- eva_m
- Posts: 68
- Joined: Tue May 19, 2009 8:59 am
Airship problem
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:
L2J Revision 4130:
L2JDP Revision 7349:
- Jesus.M
- Posts: 41
- Joined: Sun Apr 25, 2010 11:33 am
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Re: Airship problem
With fresh install and without geodata it doesn't move from Keucereus Base either.
Design meets code. Obey the code!
- Szponiasty
- Advanced User
- Posts: 557
- Joined: Mon Apr 21, 2008 1:31 pm
- Location: Eastern Poland
Re: Airship problem
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
Reverting

And in the next chronicle they went into space, fighting the evil empire... In a galaxy far, far away xD
- eva_m
- Posts: 68
- Joined: Tue May 19, 2009 8:59 am
Re: Airship problem
Indeed. 100 %.Szponiasty wrote:Once airship is not seen by any player, it gets stuck at pretty random position after teleporting.
(
On what version did reverting?
- Szponiasty
- Advanced User
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- Location: Eastern Poland
Re: Airship problem
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
-
- Posts: 1160
- Joined: Thu Aug 30, 2007 5:17 pm
Re: Airship problem
the wharf Patrol are not about walking as they should need to make a L2WalkerGuard
but the ship works for me
but the ship works for me
-
- Posts: 62
- Joined: Thu May 07, 2009 7:11 pm
Re: Airship problem
I use google translate.
-
- Posts: 1160
- Joined: Thu Aug 30, 2007 5:17 pm
Re: Airship problem
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
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
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- Joined: Thu Aug 30, 2007 5:17 pm
Re: Airship problem
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
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- Posts: 1160
- Joined: Thu Aug 30, 2007 5:17 pm
Re: Airship problem
still seems to be a problem devs plz have a look at the code
- eva_m
- Posts: 68
- Joined: Tue May 19, 2009 8:59 am
Re: Airship problem
core 4155 dp 7387
The problem still is.
The problem still is.
- Jesus.M
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Re: Airship problem
Come on devs, no word about it? Default files, no mods, what a hack is going on? 

Design meets code. Obey the code!
- JIV
- L2j Veteran
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Re: Airship problem
what is your geodata and cordsynchronize settings?
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Re: Airship problem
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 placeJIV wrote:what is your geodata and cordsynchronize settings?