flux reports: mobs can be lured out of the a ... #1272
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Reference: your-land/bugtracker#1272
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flux reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
nothing seems to spawn right now anyway? i remember a point in time when they generally did die if you lured them out. is this a regression of a solution to #93? and why was that not closed?
Gladiators have a built-in killswitch if they leave the arena, but normal monsters don't. Regarding #93: I was mistaken, there is no "kill entities, not kill players" block in maptools. That's why the issue is open still.
Solutions:
Any other ideas?
mesecon player detector doors?
that wouldn't work, but i suppose re-designing the arena so that the only way out involves climbing a ladder, would work.
I think it'd work if we "tag" arena-spawned monsters somehow, and use a globalstep (or something) to check to see if the tagged monsters have wandered outside the arena.
as a quickfix doors that only open for players at the entrances to the arena.
why not?
Players can pass through doors, mobs can't. Can we simply add doors to the entrances?
Or could we "take inspiration" by how doors do it? Only take their block (which must be passthrough for players, but not for entities) and leave out the door part?
there's no such thing as a block that's passthrough for players but not other entities.
I added doors to the entrances for the time being.
Mobs of the gladiator game have such a mechanic:
https://gitea.your-land.de/your-land/yl_arena/src/branch/master/game_gladiators.lua#L137
the doors, they do nothing :)
sure if players dont close them hence why I suggested player detector for automatic doors
that still does nothing to keep players from luring mobs out of the arena, which is the real problem.
you´re right if they do it on purpose but most of the times it just happens because players try to escape arena mobs.
There are more parts of the problem.
Players fleeing from strong hostiles out of the arena, with the hostiles giving chase.
Players luring mobs out of the arena for fun, to spawnkill people or worse.
Hostiles wandering out of the arena by themselves,
Only 3. can be stopped by Alias' puny doors.
All of them can be stopped if we give them a life leash tied to the center of the arena. That can be done, the gladiators prove it. I only don't know how to alter a mob at runtime, without affecting the whole class
how do you make mobs drop XP when they're killed, during specific events? how do you control the lifespan of mobs spawned by focuses? maybe i'm assuming certain problems are solved, when they are not.
Closing as dupe of #93