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Wrath of the Lich King Modding => Serverside Modding => Topic started by: Jameyboor on December 19, 2012, 06:11:24 pm

Title: [QUESTION] Areatrigger
Post by: Jameyboor on December 19, 2012, 06:11:24 pm
So, I got this island, but I dont want people to swim off the island, so I made a custom areatrigger in areatrigger.dbc ( not sure if it works) then I added a row in areatrigger_script and made an areatrigger script that teleports you back, now it should work, only I think teleporting is a bit dull so I want something more realistic, like when the player crosses the line, two guards get summoned, they knock him out, screen fades, screen comes up again and hes somewhere else, anyone knows how to make such an animation?
Title: Re: [QUESTION] Areatrigger
Post by: schlumpf on December 19, 2012, 08:33:12 pm
You may add a screeneffect, which is triggered by a spell, which is cast on the player.
Title: Re: [QUESTION] Areatrigger
Post by: Jameyboor on December 19, 2012, 08:37:56 pm
Thanks for answering Schlumpf could you tell me where I can find those screeneffects, and is there another way to apply them  then normal spells ? ( via dbc )
Title: Re: [QUESTION] Areatrigger
Post by: schlumpf on December 19, 2012, 09:33:38 pm
I don't know about any other way. The guards attacking the player may cast them.
ScreenEffects are in a DBC.
Title: Re: [QUESTION] Areatrigger
Post by: Jameyboor on December 19, 2012, 09:54:26 pm
Quote from: "schlumpf"
I don't know about any other way. The guards attacking the player may cast them.
ScreenEffects are in a DBC.
Okay thanks man, I'm going to try it now.
Title: Re: [QUESTION] Areatrigger
Post by: Crumpet on December 19, 2012, 10:32:02 pm
It sounds like you should be making an areatrigger script rather than anything in the dbc. That way you can script the whole guard event in. Something a bit like this.

Areatrigger script (invisible trigger npc) with any necessary conditions, freezes player and summons 2 guards when triggered, set movepoints for guards via script to offsets of the player location, guards cast (via script) simultaneous stun visual (spell) and player is teleported.

All very possible without too much hard work.
Title: Re: [QUESTION] Areatrigger
Post by: Jameyboor on December 20, 2012, 12:41:53 am
thanks for replying and I know that the thing can be done in C++ and I know I can do it, it was the reality made by the black screen that concerns me.
Title: Re: [QUESTION] Areatrigger
Post by: Steff on December 20, 2012, 07:43:34 am
I also try to DONT use scripts if not needed :)
Like portals, never used script for this. All DBCs.
Title: Re: [QUESTION] Areatrigger
Post by: XxXGenesisXxX on December 20, 2012, 08:27:19 am
Quote from: "Steff"
I also try to DONT use scripts if not needed :)
Like portals, never used script for this. All DBCs.

While I do agree, DBC's still require custom patches. Although this community doesn't, many people, if not the majority of servers try to avoid custom patches.
Title: Re: [QUESTION] Areatrigger
Post by: Jameyboor on December 20, 2012, 01:08:42 pm
I've duplicated http://www.wowhead.com/spell=50010 (http://www.wowhead.com/spell=50010" onclick="window.open(this.href);return false;) in spell.dbc and only the spell IDand changed column 111 cause the value stated : 61 and that value was an ID in ScreenEffect.dbc , I also duplicated the ghost effect from screeneffect.dbc and changed some parts, so I changed column 111 of my custom spell to = 800 ( my custom screeneffect ID) then I saved it, made a patch with screeneffect and spell.dbc in it, placed it in the wow/data/enGB folder, restarted everything and entered the world, did the .learn command but nothing happened ( no error message aswell) then I did .learn again and it said that I already knew this spell, then I tried .cast spellid, didn't work aswell, am I doing something wrong/missing a step?

^TrinityCore
Title: Re: [QUESTION] Areatrigger
Post by: schlumpf on December 20, 2012, 01:28:26 pm
Quote from: "Jameyboor"
didn't work aswell,
How did not working show?
Title: Re: [QUESTION] Areatrigger
Post by: Jameyboor on December 20, 2012, 02:33:01 pm
Quote from: "schlumpf"
Quote from: "Jameyboor"
didn't work aswell,
How did not working show?
I did .cast, it just did nothing, no error no visual just nothing
Title: Re: [QUESTION] Areatrigger
Post by: schlumpf on December 20, 2012, 02:36:52 pm
You should have the spell in your spell book, which is a nicer way to cast it.
Also, if there is no error given, it casted just fine. Most likely your spell is broken then.
Title: Re: [QUESTION] Areatrigger
Post by: Jameyboor on December 20, 2012, 02:59:25 pm
Quote from: "schlumpf"
You should have the spell in your spell book, which is a nicer way to cast it.
Also, if there is no error given, it casted just fine. Most likely your spell is broken then.
I made a copy of Heroic Strike aswell one week ago, when I learned that it didnt show up in my spellbook, and when I casted it nothing happened aswell, so it's just something I am not doing the proper way instead of that the visual is broken.
Title: Re: [QUESTION] Areatrigger
Post by: schlumpf on December 20, 2012, 03:05:47 pm
Does the server know about the modified spell.dbc?
Title: Re: [QUESTION] Areatrigger
Post by: Jameyboor on December 20, 2012, 03:45:03 pm
Quote from: "schlumpf"
Does the server know about the modified spell.dbc?
that is done by just adding it to the server .dbc right?
Title: Re: [QUESTION] Areatrigger
Post by: Steff on December 20, 2012, 08:53:53 pm
Quote
While I do agree, DBC's still require custom patches. Although this community doesn't, many people, if not the majority of servers try to avoid custom patches.

Modding don´t work without patches. So thats not the problem ;)
Title: Re: [QUESTION] Areatrigger
Post by: XxXGenesisXxX on December 24, 2012, 11:37:49 am
Quote from: "Jameyboor"
Quote from: "schlumpf"
Does the server know about the modified spell.dbc?
that is done by just adding it to the server .dbc right?

Yes. You need the updated spell.dbc in both your clients patch and the servers dbc folder.

Quote from: "Steff"
Modding don´t work without patches. So thats not the problem ;)

I meant client-side patches vs server-side patches. In my opinion the general audience (again not on modcraft) prefer to not have to download content and would rather just plug and play with a simple realmlist change.