Feared mobs/NPCs don't seem to run away.. #3743

Closed
Loginisalreadytaken opened this Issue Oct 30, 2011 · 1 comment

Projects

None yet

3 participants

@Loginisalreadytaken

.. or when the fear breaks/ends, they instantly teleport to their target, exactly as they were when feared.

  1. Fear one or more mobs.
  2. Attack one or more of them.
  3. When the fear effect ends (for any reason), in most cases, they teleport to the same spot from which they were feared.

In very few cases, they run away.. and then run back to the caster.

Version: 3.3.5a (12340)
Core revision: Trinity Core e5c0be0+
Database revision: TDB 335.11.43

@Pesthuf

I fixed it a while ago like this: Pesthuf/TrinityCore@21d07c8
It seems to work fine, I haven't encountered any problems with it yet.

(Just realized git ignored my spaces, fuuuu)

@kaelima kaelima added a commit that closed this issue Nov 13, 2011
@kaelima kaelima Core/Movement:
- Lower movement radius and speed when confused/disoriented.
- Force attackstop when confused or feared. Should fix issue with creatures "teleporting" after fear.

Close #2689
Close #466
Close #3743
9b7e9a1
@kaelima kaelima closed this in 9b7e9a1 Nov 13, 2011
@Asido Asido pushed a commit to Asido/TrinityCore that referenced this issue Mar 12, 2012
@kaelima kaelima Core/Movement:
- Lower movement radius and speed when confused/disoriented.
- Force attackstop when confused or feared. Should fix issue with creatures "teleporting" after fear.

Close #2689
Close #466
Close #3743
e85a3d7
@raczman raczman pushed a commit to raczman/TrinityCore that referenced this issue Apr 20, 2014
@kaelima kaelima Core/Movement:
- Lower movement radius and speed when confused/disoriented.
- Force attackstop when confused or feared. Should fix issue with creatures "teleporting" after fear.

Close #2689
Close #466
Close #3743
283ae30
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment