I believe the problem is either the ID or the group of the enemy. You should try changing it or add the ID to the index. Idk if that would help much, but it's worth a try.
This is the client desyncing with the server. I fixed this issue on the server side in EnemyHitHandler.cs but it's exploitable currently because whenever the client sends the packet with the killed boolean set to true it will despawn the enemy. There is probably a better way to do this but it's defiantly server sided.
NRCore has something like this but since Nilly's source is different than FSoD it won't work on FSoD.
That reminds me of the time when I tried spawning o3 but nothing would show up.
@toby2449 would u mind pm the fix or do it here please
did you add any items drops to the mob?
Originally Posted by Yasuos
did you add any items drops to the mob?
It has nothing to do with loot drops. It happens on enemies that have no loot table.
- - - Updated - - -
Originally Posted by DatLagFTW
@toby2449 would u mind pm the fix or do it here please
Add a line in EnemyHitHandler.cs and make an if statement
Code:
if (packet.Killed == true && (entity as Enemy).HP > 0)
then put
Code:
(entity as Enemy).Death(t);
inside the if statement.
I don't know if it's 100% fool proof and it's obviously exploitable but I came up with it in 5 minutes. You should do more testing and probably come up with a better solution and share it with MPGH. I just don't have the time currently.
Check the loot in the god's behavior. I'm guessing u tried to add a pot or a new item to that god's drop and spelled it wrong. Go check if its spelled right or if its an actually existing item.
Originally Posted by KiD_CuDi_
Check the loot in the god's behavior. I'm guessing u tried to add a pot or a new item to that god's drop and spelled it wrong. Go check if its spelled right or if its an actually existing item.
The problem with this bug that it seems completely random. No matter what, loot table or not, it will occur.
Originally Posted by toby2449
This is the client desyncing with the server. I fixed this issue on the server side in EnemyHitHandler.cs but it's exploitable currently because whenever the client sends the packet with the killed boolean set to true it will despawn the enemy. There is probably a better way to do this but it's defiantly server sided.
NRCore has something like this but since Nilly's source is different than FSoD it won't work on FSoD.
doesnt matter the server should still remove the mob even with it killed assuming your damage method works all the time
@toby2449 it works but if a destroy a wall it will be invisible and won't let u enter and everytime u destroy walls it gives u a error