Hero low lvl travelling and defeat-all's
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hmm actually I like that idea...
/unstuck $target
This takes the target spawn and simply drops them back at their original spawn point (since mobs tend to walk into walls/places they can't be attacked or be knocked back into them).
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would save the GMs a fair bit of time
Thelonious Monk
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hmm actually I like that idea...
/unstuck $target
This takes the target spawn and simply drops them back at their original spawn point (since mobs tend to walk into walls/places they can't be attacked or be knocked back into them).
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would save the GMs a fair bit of time
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Yup, although I'd go for the original "without $target" version of the command, affecting all remaining mobs but only usable after 95% of mobs have been defeated, or 60 minutes, or some such.
If a mob's been well and truly knocked back into a wall, or wandered off the map before players even reached it, it won't be selectable to direct the command at in the first place.
F'coz I HAVE been helped by GMs to fix the annoying stuck/lost mob. No it's not an urban legend, they do pop out and help you at times.
Still, a 95% - 98% kill rate is a good suggestion, and also look over the story arcs so it's only defeat all when it actually makes sense.
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Still, a 95% - 98% kill rate is a good suggestion, and also look over the story arcs so it's only defeat all when it actually makes sense.
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No point looking over the missions/arcs for kill alls - after all this would take dev time and what harm would using this functionality on a mission that isn't kill all do? None.
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my toons
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hmm actually I like that idea...
/unstuck $target
This takes the target spawn and simply drops them back at their original spawn point (since mobs tend to walk into walls/places they can't be attacked or be knocked back into them).
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A real showstopper!