Aggressive monsters problem..:?:
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- kotkot90
- Posts: 30
- Joined: Sat Jun 19, 2010 2:01 pm
Aggressive monsters problem..:?:
If you want to receive support we need this info to help you properly.
» Find Revision
L2J Revision 4410:
L2JDP Revision 7664:
The default protocol revision was 152, I also set 146 because I have the old client.
My problem is that not all aggressive monsters attack players, I set PlayerSpawnProtection = 0
EDIT: I also use geodata.
» Find Revision
L2J Revision 4410:
L2JDP Revision 7664:
The default protocol revision was 152, I also set 146 because I have the old client.
My problem is that not all aggressive monsters attack players, I set PlayerSpawnProtection = 0
EDIT: I also use geodata.
- jurchiks
- Posts: 6769
- Joined: Sat Sep 19, 2009 4:16 pm
- Location: Eastern Europe
Re: Aggressive monsters problem..:?:
update your client while you still can and don't change protocols! (WHY THE HELL are they even in config? Nobody should change them anyway, they should be hardcoded and only those that REALLY need it would change it there.)
If you have problems, FIRST TRY SOLVING THEM YOURSELF, and if you get errors, TRY TO ANALYZE THEM, and ONLY if you can't help it, THEN ask here.
Otherwise you will never learn anything if all you do is copy-paste!
Discussion breeds innovation.
Otherwise you will never learn anything if all you do is copy-paste!
Discussion breeds innovation.
- kotkot90
- Posts: 30
- Joined: Sat Jun 19, 2010 2:01 pm
Re: Aggressive monsters problem..:?:
ok im updating...
- Stake
- Posts: 383
- Joined: Sun Mar 23, 2008 9:33 pm
- Location: Hungary
- Contact:
Re: Aggressive monsters problem..:?:
Since mobs with aggro should be active, but if there is no player in their knownlist, they change to idle state, and somehow they never want to change back to active even if I'm removed from the knownlist, then added again.kotkot90 wrote:If you want to receive support we need this info to help you properly.
» Find Revision
L2J Revision 4410:
L2JDP Revision 7664:
The default protocol revision was 152, I also set 146 because I have the old client.
My problem is that not all aggressive monsters attack players, I set PlayerSpawnProtection = 0
EDIT: I also use geodata.


- jurchiks
- Posts: 6769
- Joined: Sat Sep 19, 2009 4:16 pm
- Location: Eastern Europe
Re: Aggressive monsters problem..:?:
I don't think that helps him much...
If you have problems, FIRST TRY SOLVING THEM YOURSELF, and if you get errors, TRY TO ANALYZE THEM, and ONLY if you can't help it, THEN ask here.
Otherwise you will never learn anything if all you do is copy-paste!
Discussion breeds innovation.
Otherwise you will never learn anything if all you do is copy-paste!
Discussion breeds innovation.
- kotkot90
- Posts: 30
- Joined: Sat Jun 19, 2010 2:01 pm
Re: Aggressive monsters problem..:?:
I updated the client but its still the same. Some of the aggressive monsters won't attack. I tried that at anthara's lair entrance. I pass near 2 bloody queens but only 1 attacks, the other remains idle. I also tried that in many other places and the result is the same. What's wrong? My installation is good and clean, got no errors and everything else is running perfectly.
EDIT: Well I think I found something, maybe that helps. I shift click on aggressive monsters and some of them have IDLE INTENTION AI_INTENTION_IDLE , these never attack and never change their intention,, but the ones that are active AI_INTENTION_ACTIVE, moving around will immediatelly attack when I pass near them...
EDIT: Well I think I found something, maybe that helps. I shift click on aggressive monsters and some of them have IDLE INTENTION AI_INTENTION_IDLE , these never attack and never change their intention,, but the ones that are active AI_INTENTION_ACTIVE, moving around will immediatelly attack when I pass near them...
- Stake
- Posts: 383
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- Location: Hungary
- Contact:
Re: Aggressive monsters problem..:?:
That is what I said.kotkot90 wrote:I updated the client but its still the same. Some of the aggressive monsters won't attack. I tried that at anthara's lair entrance. I pass near 2 bloody queens but only 1 attacks, the other remains idle. I also tried that in many other places and the result is the same. What's wrong? My installation is good and clean, got no errors and everything else is running perfectly.
EDIT: Well I think I found something, maybe that helps. I shift click on aggressive monsters and some of them have IDLE INTENTION AI_INTENTION_IDLE , these never attack and never change their intention,, but the ones that are active AI_INTENTION_ACTIVE, moving around will immediatelly attack when I pass near them...


EDITED:
So, I checked, and it worked for me with this little modification:
Code: Select all
Index: java/com/l2jserver/gameserver/model/actor/knownlist/MonsterKnownList.java===================================================================--- java/com/l2jserver/gameserver/model/actor/knownlist/MonsterKnownList.java (revision 4407)+++ java/com/l2jserver/gameserver/model/actor/knownlist/MonsterKnownList.java (working copy)@@ -36,7 +36,6 @@ // Set the L2MonsterInstance Intention to AI_INTENTION_ACTIVE if the state was AI_INTENTION_IDLE if (object instanceof L2PcInstance- && getActiveChar().hasAI() && getActiveChar().getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE) getActiveChar().getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE, null);
Last edited by Stake on Thu Aug 12, 2010 2:44 pm, edited 3 times in total.


- kotkot90
- Posts: 30
- Joined: Sat Jun 19, 2010 2:01 pm
Re: Aggressive monsters problem..:?:
so there is a problem in the code?
-
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Re: Aggressive monsters problem..:?:
nop
Last edited by babyjason on Thu Aug 12, 2010 6:17 pm, edited 1 time in total.
-
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- Joined: Wed Jul 06, 2005 4:27 pm
- Location: Netherlands
Re: Aggressive monsters problem..:?:
Server starts, monsters spawn.
They all are working fine mobs are set to IDLE if no players in region, else ACTIVE.
After a certain amount of time a mob with IDLE intention their AI will be removed.
Once it's removed, the mob won't be aggro anymore.
You can find these mobs by shift+click on the mob.
When a mob is attacked, AI will return and mob will attack back.
Once a killed aggro mob respawns it will stay ACTIVE again, until players leave region and then the same story happens like I said above.
They all are working fine mobs are set to IDLE if no players in region, else ACTIVE.
After a certain amount of time a mob with IDLE intention their AI will be removed.
Once it's removed, the mob won't be aggro anymore.
You can find these mobs by shift+click on the mob.
When a mob is attacked, AI will return and mob will attack back.
Once a killed aggro mob respawns it will stay ACTIVE again, until players leave region and then the same story happens like I said above.
"If 64 bits isn't enough, the next logical step is 128 bits. That's enough to survive Moore's Law until I'm dead, and after that, it's not my problem."
©Jeff Bonwick
©Jeff Bonwick
- Stake
- Posts: 383
- Joined: Sun Mar 23, 2008 9:33 pm
- Location: Hungary
- Contact:
Re: Aggressive monsters problem..:?:
That "certain amount of time" is when you exit the region. It is triggered by setXYZ() that calls updateWorldRegion(), and if the region becomes inactive, it stops all the mobs' AI's, then sets them into idle state, then sets the AI null (detachAI()). However, I don't know, why need to set the AI null, since it turns IDLE, that does nothing. It should be only stopped, and set to idle. It would be a little performance improvement, if it didn't set the _ai variable null every time for nothing.Phantom2005 wrote:Server starts, monsters spawn.
They all are working fine mobs are set to IDLE if no players in region, else ACTIVE.
After a certain amount of time a mob with IDLE intention their AI will be removed.
Once it's removed, the mob won't be aggro anymore.
You can find these mobs by shift+click on the mob.
When a mob is attacked, AI will return and mob will attack back.
Once a killed aggro mob respawns it will stay ACTIVE again, until players leave region and then the same story happens like I said above.


- kotkot90
- Posts: 30
- Joined: Sat Jun 19, 2010 2:01 pm
Re: Aggressive monsters problem..:?:
wow thanks, I will try that. That fix will be on next revision? I searched too, but I get lost in this code, don't know where to look most time.. thanks anyway
- kotkot90
- Posts: 30
- Joined: Sat Jun 19, 2010 2:01 pm
Re: Aggressive monsters problem..:?:
So, you want to say that monsters that have IDLE intention won't be aggro anymore until someone attacks them? Is that retail like?Phantom2005 wrote:Server starts, monsters spawn.
They all are working fine mobs are set to IDLE if no players in region, else ACTIVE.
After a certain amount of time a mob with IDLE intention their AI will be removed.
Once it's removed, the mob won't be aggro anymore.
You can find these mobs by shift+click on the mob.
When a mob is attacked, AI will return and mob will attack back.
Once a killed aggro mob respawns it will stay ACTIVE again, until players leave region and then the same story happens like I said above.
-
- Posts: 72
- Joined: Wed Jul 06, 2005 4:27 pm
- Location: Netherlands
Re: Aggressive monsters problem..:?:
Mobs that got their AI removed because of the IDLE intention AI remove are not aggro any more.
Like Stake said, I guess removing the part where it sets _ai to null will do the job.
If I have time left today I'll try it.
Like Stake said, I guess removing the part where it sets _ai to null will do the job.
If I have time left today I'll try it.
"If 64 bits isn't enough, the next logical step is 128 bits. That's enough to survive Moore's Law until I'm dead, and after that, it's not my problem."
©Jeff Bonwick
©Jeff Bonwick
- Stake
- Posts: 383
- Joined: Sun Mar 23, 2008 9:33 pm
- Location: Hungary
- Contact:
Re: Aggressive monsters problem..:?:
The whole AI system should be rewritten, and concentrated for performance improvement.Phantom2005 wrote:Mobs that got their AI removed because of the IDLE intention AI remove are not aggro any more.
Like Stake said, I guess removing the part where it sets _ai to null will do the job.
If I have time left today I'll try it.

