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View Full Version : Possible SRL/REF Bug?



ry0240
09-14-2011, 05:14 AM
I'm not sure if this is new when dying in RS, but I've been trying to start an army, so they seem to die alot while training their combat. So far, the two scripts I've been trying, Flight's Catacomber and Mormonman's Blood Pact quest, Everytime the char die's (even after speaking with the grim reaper) It automatically thinks it's back in Lumby and tries to continue with the script. But everytime I die, this pops up right before I respawn, and it won't let you do anything until you click "confirm"
http://images.wikia.com/runescape/images/5/59/Respawn_interface.png
Is there a way to turn that off? or is that something SRL isnt updated to yet?

Flight
09-14-2011, 05:31 AM
Catacomber handles this...

ry0240
09-14-2011, 05:33 AM
I tried your V1.1 and it wasn't doing that. My char died a couple times and it consecutively was'nt confirming, it would just go straight to looking for the MM

Flight
09-14-2011, 05:49 AM
Is V1.1 the newest version? I have quite a few failsafes in place to make sure something like this doesn't happen. If we don't move for X amount of time/tries, we'll exit the 'step' of walking and do a Randoms check and home teleport back to Lumbridge. If the teleport does not exist (Meaning we're on the death interface) then the script will check for that, and if the death interface is present it will handle that, exit, and once again determine your location.

It might seem like at first it's not doing this, but give it about 30 seconds (I think that's the longest waiting time present in the script, for home teleport) and you'll see what I'm talking about.

ry0240
09-14-2011, 06:04 AM
Ok, Ill see next time it dies, and I re-edited my post on your Catacomber thread about multi-players. and why does it constantly keep trying to attack different NPC's while still in a fight, is there a way I can change that?

Flight
09-14-2011, 06:50 AM
Maybe something was changed in recently, with combat detection, in Reflection, because it didn't have that problem previously. I've heard reports of the same thing happening in StrongHolder (combat) as well.

ry0240
09-14-2011, 06:52 AM
Maybe something was changed in recently, with combat detection, in Reflection, because it didn't have that problem previously. I've heard reports of the same thing happening in StrongHolder (combat) as well.

Yeah, I was looking at the above posts in that thread and a few people were saying the same exact thing, so maybe something was changed.