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Armorstand Nameplates #1319

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Lyesmith opened this Issue Sep 23, 2017 · 4 comments

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@Lyesmith

Lyesmith commented Sep 23, 2017

Possible bug? Current Minecraft and Citizens2. I used /ex animate n@<NPCNAME> animation:sit to make some NPCs sit. After the nightly server restart, they all now have "Armorstand" nameplates hovering underneath them. I asked in the Discord if there was a way to toggle those off and on, he suggested I report it as a possible bug. If any other info is needed I'll be happy to provide it.

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Ouroboros1992 Dec 12, 2017

Got this too, seems to add another one after resetting as well so now i've got 2 armor stand nameplates under the npcs.

Ouroboros1992 commented Dec 12, 2017

Got this too, seems to add another one after resetting as well so now i've got 2 armor stand nameplates under the npcs.

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fullwall Mar 15, 2018

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Seems like an issue with denizen? @mcmonkey4eva

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fullwall commented Mar 15, 2018

Seems like an issue with denizen? @mcmonkey4eva

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mcmonkey4eva Jun 28, 2018

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That command just triggers the PlayerAnimation.SIT animation on the NPC, any issues with armorstands from that are caused by the armor stand generation logic in PlayerAnimationImpl in Citizens2.

It's probably that server restarts don't cause running tasks to cancel? And thus the armor stand NPCs generated don't remove themselves. Might be good to have temporary NPCs placed into a secondary registry or otherwise made to not save themselves...

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mcmonkey4eva commented Jun 28, 2018

That command just triggers the PlayerAnimation.SIT animation on the NPC, any issues with armorstands from that are caused by the armor stand generation logic in PlayerAnimationImpl in Citizens2.

It's probably that server restarts don't cause running tasks to cancel? And thus the armor stand NPCs generated don't remove themselves. Might be good to have temporary NPCs placed into a secondary registry or otherwise made to not save themselves...

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mcmonkey4eva Jun 28, 2018

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should be fixed in latest dev build via e4f0596

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mcmonkey4eva commented Jun 28, 2018

should be fixed in latest dev build via e4f0596

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