I think it has to do with either a ghost or one of those black figures that spawn when you have i1. It’s one thing that they are damagable (if ghosts haven’t spawned in yet you can also attack them). It’s another thing if they can FIGHT BACK, or at least attempt to cast spells.
Going deeper on the ghost thing, I think it’s because they use the template of deckhands (which is why when sensing they also give an orb similar to deckhands).
i use the xbox game bar thing (windows + g to open recording menu, windows + alt + r to record immediately) for recording videos since its better than roblox’s recording software which doesnt include the mouse
for some reason it always shifts the cursor position to the right and then downwards, this happens to other people as well (ive seen gifs that also had this issue)
no dude thats just a saturday occurence dont freaking waste my time again i expected a very cool very nice very swag creepypasta but you STABBED me with this subversion
Scandin dug deeper into it and as it turns out aura is given to nearly all humanoids by default, including only interactable NPCs and corpses like Tucker.
ok so after talking to another ghost, well, its a ghost
6 question marks in the name thingy, just like waht a ghost would have
they use deckhand code which is why they could use attacks (or in this case spells), either that or what bluefighter explained
actually lemme ask that @Scandin mind elaborating?
the ‘talk’ option is probably because its a ghost, and the island just despawned without unloading the yet-to-spawn ghost, and i either didnt hear the death sound or was too far away to hear it/it was too quiet
wait a minute do you guys think that could be a reason for memory leak? unloaded entities failing to despawn after the island theyre supposed to spawn on despawned?
because bluefighter provided information thats probably useful, with scandin being the one who dug into it, and i pinged you in the off chance you might know something because you reacted with an eyes reaction to stock’s reply
I know little to nothing about how Deckhands are coded, as they are primarily server-sided with the only client-code being the user interface and interaction.
However, I believe these ghosts could be utilizing the same deckhand code for when they are not locked to your ship, i.e. when you tell them to follow you. It could be that Vetex never accounted for them potentially breaking and allowing the player enough time to damage them.
There was nothing in the initial F9 log relating to any kind of enemy that’s classified as “???” either, this is an incredibly mystical case.
It could be a specific memory leak, as Vetex’s loader code isn’t fool-proof, seen commonly by it failing to load certain locations when the player is close enough, or outright preventing loading[1] in some especially rare cases, the situation with unloaded entities failing to de-spawn could be significantly more common, however, all of this is merely speculation.
I’m going to elaborate a bit more on what this means; unalive NPCs, commonly those found at the destroyed Port Mistral have an aura that dictates they are fully alive, indicating that the system can only blacklist[2] humanoids from receiving aura, rather than whitelisting[3].
The player’s loading position is locked to a point, but the player themselves can move around, hence why nothing would load ↩︎
All are given an aura by default, this would disallow select chosen. ↩︎
No one is given an aura by default, this would allow select chosen. ↩︎
okay
so normally when enemies die theres a sharp ‘tch’ sound of what i assume is galleons dropping to the floor or something located where they were when they died and the enemy loading in and flopping to the ground even if theyre in that ‘featureless’ state, that also gives the ‘player killed enemy’ thing in chat
i originally wanted to say something along the lines of ‘ok but the ghost i killed didnt do that’ but then i remembered that when my deckhands die their name wouldnt be mentioned in chat either
nvm i changed my mind a second time because deckhands immediately despawn while the ghost didnt
nvm x3 because they probably never accounted for a ghost to die, so thats why their body doesnt despawn
All of this reinforces the fact ghosts are merely non-player-owned deckhands in disguise.
Absolute Cinema of coding.
That does seem true, there’s never a reason to allow something that can’t die to respawn, might as well save some resources in preventing the listening code.