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Author Topic: [QUESTION] Vmaps bugging destructible buildings  (Read 2110 times)

larrylaffer

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[QUESTION] Vmaps bugging destructible buildings
« on: July 22, 2013, 05:24:59 pm »
Hello,

We have an issue while adding Vmaps to the Strand of the Ancients BG.
The problem is that, when a door is destroyed, the Vmaps doenst recognize that the door inst there anymore, so you cant pass trough the door, as if there is an invisible barrier.

If we take out the vmaps, the BG works fine.
We are currently using the v.4 version of Vmaps.

Does anybody have this issue while using vmaps on the BG?

UPDATE:

For a misunderstanding, i though that the bug with the collision with the doors was a Vmap thing. My technician told me that the Vmaps bug is not related with the collision of the doors.

It appears that we resolved the thing about not passing through the doors.

Now, the real bug with the Vmaps, is that if a player is standing in the destroyed door, another player cant cast a spell on him. It says that "the target cannot be seen", as if the player was behind the door.
Even if the door is destroyed, the Vmaps cannot seen that, and if a player is standing in the destroyed door, for the Vmaps is like the player is behind a door, so no one can cast a spell in that player.

Regards
« Last Edit: July 23, 2013, 03:50:02 pm by Admin »

stoneharry

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #1 on: July 23, 2013, 02:06:35 pm »
Movement is handled basically entirely client side? The server doesn't verify that it is a valid location to move to. Or at least, doesn't on retail. TrinityCore may have implemented such functionality, but I doubt it.

GameObjects are 100% server side, and a destructible object is a gameobject. Vmaps are generated from local files which vmaps should not contain information about a game object there. The server may have it's own algorithms to process server-side objects, but I was not aware such functionality existed in the public repository.

If you despawn the object after it has been destroyed, can you then pass through it? If so, then the client has generated collision with it even in the destroyed animation state.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #2 on: July 23, 2013, 03:48:38 pm »
Hello,

Thanks for your repply.
For a misunderstanding, i though that the bug with the collision with the doors was a Vmap thing. My technician told me that the Vmaps bug is not related with the collision of the doors.

It appears that we resolved the thing about not passing through the doors.

Now, the real bug with the Vmaps, is that if a player is standing in the destroyed door, another player cant cast a spell on him. It says that "the target cannot be seen", as if the player was behind the door.
Even if the door is destroyed, the Vmaps cannot seen that, and if a player is standing in the destroyed door, for the Vmaps is like the player is behind a door, so no one can cast a spell in that player.

Hope you understand what i mean, and tell me how i can resolve this.

Most Regards.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #3 on: July 23, 2013, 04:06:33 pm »
Update your server. If that does not help: No way to fix it except for reworking the visibility check in your server.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #4 on: July 24, 2013, 04:03:07 pm »
Quote from: "schlumpf"
Update your server. If that does not help: No way to fix it except for reworking the visibility check in your server.

Our server has the last version of TrinityCore.
Aparently, this is an open issue in the bugtracker of trinity.

There's no solution for this? Every server has this bug and no there's no way to fix it?

Regards
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #5 on: July 24, 2013, 04:08:13 pm »
Quote from: "larrylaffer"
Aparently, this is an open issue in the bugtracker of trinity.
You answered the question whether this is a issue for everyone yourself.

To fix it, fix the bug described in the ticket or wait for someone else to do that.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #6 on: July 24, 2013, 04:20:41 pm »
Quote from: "schlumpf"
Quote from: "larrylaffer"
Aparently, this is an open issue in the bugtracker of trinity.
You answered the question whether this is a issue for everyone yourself.

To fix it, fix the bug described in the ticket or wait for someone else to do that.

Yeah, the thing is that the bug is like.... 10 months old. So i was wondering if someone else has resolved this issue, or if someone knows where i need to look to fix it...

For what you said before, i need to change the LOS system in order to fix it, do you know what scripts i need to look? Any help would be fine just to know where to start...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #7 on: July 24, 2013, 04:46:44 pm »
You may want to prefer asking in the trinity core forums / chat. Help is more likely there.
Also, it won't be trivial to fix it, so I guess telling you where to start looking will not result in success, as if you're able to fix it, you should be able to find the code yourself.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

larrylaffer

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Re: [QUESTION] Vmaps bugging destructible buildings
« Reply #8 on: July 24, 2013, 05:03:16 pm »
Fair enough, i will try looking in their forums.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »