[DiscordArchive] Well, hook code uses the GET_GUID (which is GetObjectGuid) to do look ups in the bindings, so wouldn
[DiscordArchive] Well, hook code uses the GET_GUID (which is GetObjectGuid) to do look ups in the bindings, so wouldn
Archived author: Foe • Posted: 2024-01-05T21:02:41.909000+00:00
Original source
But iirc it's a core limitation
Archived author: functorism • Posted: 2024-01-05T21:03:04.427000+00:00
Original source
And just to be sure. This is likely a race condition with the AI, and not something simpler like wrong GUID being used for look up in the bindings?
Archived author: Foe • Posted: 2024-01-05T21:03:44.656000+00:00
Original source
Nah I think it's how AI's gets assigned to the creature whenever they spawn. When you spawn a creature, it will be assigned an AI, whether that's "generic" AI, scripted AI or eluna AI
Archived author: Foe • Posted: 2024-01-05T21:04:00.928000+00:00
Original source
Once an AI has been assigned to the creature, it can't be changed easily iirc
Archived author: functorism • Posted: 2024-01-05T21:04:26.948000+00:00
Original source
Ok, so the runtime notion of the AI is constructed when the creature is instantiated and we can't really change that reactively later
Archived author: Foe • Posted: 2024-01-05T21:04:28.421000+00:00
Original source
So that's why assigning eluna AI to a creature after the creature exists is a bit iffy for some of the hooks
Archived author: Foe • Posted: 2024-01-05T21:04:33.956000+00:00
Original source
yep
Archived author: functorism • Posted: 2024-01-05T21:04:59.738000+00:00
Original source
No bueno. Ok, you think this is a big change between the core and eluna?
Archived author: Foe • Posted: 2024-01-05T21:05:18.742000+00:00
Original source
Would probably require a full refactor of the AI factory core side
Archived author: functorism • Posted: 2024-01-05T21:05:29.103000+00:00
Original source