JayboH Posted August 17 Posted August 17 Even if it's server-side it takes several seconds before pets react. Is this something fixable? Helped make Honest Game Trailers channel content Flint Eastwood
Maelwys Posted August 18 Posted August 18 IIRC it's that way intentionally because of issues "resetting" the pet's AI - whatever attack they might be in the middle of inflicting or recieving needs to complete fully and the henchmen reach a state where they're not attacking anyone... THEN they can build their aggro list up again based on the new orders. In practice I'll still need to tap Follow-Passive occasionally to get them to heel, but it's not anywhere near as bad as on live (whenever you could switch from Attack-Aggressive to Defensive-Goto... and at least half of the stupid feral kittens would either outright ignore you or start doing cricket runs between the goto point and the enemy they were previously engaged with!)
JayboH Posted August 18 Author Posted August 18 That makes it sound like it's based on whatever their longest animation must be, then followed by additional delay Helped make Honest Game Trailers channel content Flint Eastwood
Hedgefund Posted August 20 Posted August 20 It seems like there's something else at work than attacks. I base that on how when you go to another floor, pets are inactive for a bit. Usually this doesn't come into play because the new floor after taking a vator is enemy free at the entry. For mayhem missions though, when you do the jail breakout and go to the second floor, pets just stand doing absolutely jack all while you get walloped by the boss at the door. It may only be 3-5 seconds but that's an eternity. I could give an attack command but that takes me out of BG at a time when I most need it. 1
JayboH Posted Friday at 11:19 PM Author Posted Friday at 11:19 PM Not only that, I've had issues running Tinpex where most teams tp you to Neuron/Bobcat. The pets seem to never arrive. If I dismiss them, I can't resummon them. I will stand there doing the summoning animations and no pets appear. I've also had a number of instances where the pets are all right there in front of me and none of them appear in the Pets window. MM wonkyness Helped make Honest Game Trailers channel content Flint Eastwood
Hedgefund Posted Friday at 11:53 PM Posted Friday at 11:53 PM (edited) Jay do you use the /releasepets command? I know the issue you're talking about but I never have it with /releasepets. One positive of that tf is that this happens EVERY time, at least it's consistent, so I /releasepets right away then resummon when topside. Edited Friday at 11:53 PM by Hedgefund 1
JayboH Posted Saturday at 02:31 AM Author Posted Saturday at 02:31 AM 2 hours ago, Hedgefund said: Jay do you use the /releasepets command? I know the issue you're talking about but I never have it with /releasepets. One positive of that tf is that this happens EVERY time, at least it's consistent, so I /releasepets right away then resummon when topside. No I usually make a macro like this: /macro DM "petcom_all dismiss" Works normally. Helped make Honest Game Trailers channel content Flint Eastwood
Maelwys Posted Saturday at 07:45 AM Posted Saturday at 07:45 AM The petcom commands only function if your henchmen are currently in a commandable state, because it triggers their despawn animations. If they're three floors down playing footsie with a ceiling tile it'll likely fail. Releasepets has no such limitation. That said, it does no harm to use both. eg "petcom_all dismiss$$releasepets"
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now