Post by Kemmler on Mar 5, 2015 9:05:36 GMT -5
First off, if you really meant to do this it's not a bug. BUT it was not what I (and possibly others) expected, either; I was quite confused until I finally got this. The description of how I figured it out isn't entirely necessary but I put it in anyway. This is not absolutely broken, but you do have to get through it on its own terms.
Finally I complete PoP flagging, starting my very first TimeB run here. Knowing that AEing in phases 1 and 2 can break the script, I am not even going to think about trying it. I zone in at the undead P1 entrance, beat down the correct number of mobs ... and the exit door does not open. I can't walk through it; spawning a rogue bot and trying #bot pick lock (and #bot picklock too) gets nowhere; and since I am on a timer I don't try to shrink-duck through the door (this might work, but it might take several tries before it does while that timer is ticking away).
I try to #zone potimeb X Y Z to the other side of the door, with humorous results till I get the coordinates worked out. BOTH doors are locked from this side ... Back to potimea, enter the undead portal, still locked in. So, #zone back to potimea, enter a different portal, kill the mobs, and now I am locked in THAT area, and #zone potimeb X Y Z about 7 times till I am on the other side of this door and not encased in rock, out in mid-air or something equally annoying. End result is: now I am locked in THIS area.
About this time it also finally sinks in that on top of everything else, I am NOT where I ought to be. #zone potimeb X Y Z is putting me in the generic version of TimeB instead of my personal instance. (#zoneinstance would have been a more appropriate command, but if I were in your shoes I would not want to let just anyone type that in a command line and have it work, either. And I do not have any MQ2 warp plugin nor any idea how it works, so I can't say if it keeps you in your right instance.)
I gave it enough time for all the mobs to repop and start again, this time paying more attention as I go. I end up confirming that (1) to remain in the correct instance, I have to go through the portals in PoTimeA, and (2) you have the Phase 1 script not unlocking EACH door as EACH trial is defeated, but unlocking ALL the doors only when ALL of the trials are defeated. Phase 2 ended up the same, ALL doors locked till all of BOTH rounds defeated, but at least the P1 doors stayed unlocked. Then Phase 3 and forward worked like I expected without any door anomalies.
Workaround: Preferably before you even start, set up 5 socials with /say #zone potimeA X Y Z, substitute for X Y Z the coordinates of each portal. When you defeat one trial, hit the social for the next one, thus zoning back into your correct instance; rinse and repeat till done. I have mine in order Earth, Air, Undead, Water, Fire since for P2 you can do Earth/Air in one trip and Water/Fire in one trip (even if you do have to make it once for P2a and once for P2b).
Like I said, if you MEANT that all the doors be locked till all the trials are completed, we're done (even if it works differently than how I remember on live). Or if it is not what you meant, then it's in the trigger scripts.
Just as a side curiosity, why aren't the trigger mobs defined as invulnerable and no aggro, not just untargetable? That would solve the whole AE issue right there.
Finally I complete PoP flagging, starting my very first TimeB run here. Knowing that AEing in phases 1 and 2 can break the script, I am not even going to think about trying it. I zone in at the undead P1 entrance, beat down the correct number of mobs ... and the exit door does not open. I can't walk through it; spawning a rogue bot and trying #bot pick lock (and #bot picklock too) gets nowhere; and since I am on a timer I don't try to shrink-duck through the door (this might work, but it might take several tries before it does while that timer is ticking away).
I try to #zone potimeb X Y Z to the other side of the door, with humorous results till I get the coordinates worked out. BOTH doors are locked from this side ... Back to potimea, enter the undead portal, still locked in. So, #zone back to potimea, enter a different portal, kill the mobs, and now I am locked in THAT area, and #zone potimeb X Y Z about 7 times till I am on the other side of this door and not encased in rock, out in mid-air or something equally annoying. End result is: now I am locked in THIS area.
About this time it also finally sinks in that on top of everything else, I am NOT where I ought to be. #zone potimeb X Y Z is putting me in the generic version of TimeB instead of my personal instance. (#zoneinstance would have been a more appropriate command, but if I were in your shoes I would not want to let just anyone type that in a command line and have it work, either. And I do not have any MQ2 warp plugin nor any idea how it works, so I can't say if it keeps you in your right instance.)
I gave it enough time for all the mobs to repop and start again, this time paying more attention as I go. I end up confirming that (1) to remain in the correct instance, I have to go through the portals in PoTimeA, and (2) you have the Phase 1 script not unlocking EACH door as EACH trial is defeated, but unlocking ALL the doors only when ALL of the trials are defeated. Phase 2 ended up the same, ALL doors locked till all of BOTH rounds defeated, but at least the P1 doors stayed unlocked. Then Phase 3 and forward worked like I expected without any door anomalies.
Workaround: Preferably before you even start, set up 5 socials with /say #zone potimeA X Y Z, substitute for X Y Z the coordinates of each portal. When you defeat one trial, hit the social for the next one, thus zoning back into your correct instance; rinse and repeat till done. I have mine in order Earth, Air, Undead, Water, Fire since for P2 you can do Earth/Air in one trip and Water/Fire in one trip (even if you do have to make it once for P2a and once for P2b).
Like I said, if you MEANT that all the doors be locked till all the trials are completed, we're done (even if it works differently than how I remember on live). Or if it is not what you meant, then it's in the trigger scripts.
Just as a side curiosity, why aren't the trigger mobs defined as invulnerable and no aggro, not just untargetable? That would solve the whole AE issue right there.