Identifying Unreal bits
Re: Identifying Unreal bits
Here is the Mover.uc file from the engine file.
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Re: Identifying Unreal bits
Thanks to Blackstorm finding a target that "does not comply to any identified interaction rule" I could figure out that entity_types bit 29 sets the "lock" icon on an offensive target portrait. I named the flag "locked" (subject to change if any one have a better suggestion) and updated the list here viewtopic.php?f=42&t=511&p=7686#p7686.
This is from a custom UI, but you get the idea:
This is from a custom UI, but you get the idea:
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"Gaze in amazement adventurer"
Re: Identifying Unreal bits
Does the lock imply encounter locking? Like other players can't attack this target?
Re: Identifying Unreal bits
No for the most part, other players can rip aggro and claim the kill if they do more damage than the original player(s) who engaged first. The second player to engage will see a grey bar instead of red but if they produce enough damage (more than the first player) the bar will turn red and they will now control the mob and hold aggro.
But in some special instances like dungeon bosses or mini names or quest mobs etc. it did lock the mob to you but it was rare.
But in some special instances like dungeon bosses or mini names or quest mobs etc. it did lock the mob to you but it was rare.
Re: Identifying Unreal bits
Thanks Kilsin that was a good explanation.
I will add that for harvest nodes it always implied encounter locking, as in "this node belongs to another player / group".
I will add that for harvest nodes it always implied encounter locking, as in "this node belongs to another player / group".
"Gaze in amazement adventurer"
Re: Identifying Unreal bits
Don't forget group harvesting though
Re: Identifying Unreal bits
[quote="falloutdc"]Don't forget group harvesting though[/quote]
"this node belongs to another player / group".
Coffee time fallout! hehe
"this node belongs to another player / group".
Coffee time fallout! hehe