Forum > Serverside Modding
[QUESTION] Wintergrasp walls...
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schlumpf:
Its ADT, DBC and Database. a norna WMO in the ADT, a entry for the different health states of the object in the dbc and a game object type entry in your database referencing unique id and dbc entry as well as the normal game object stuff.
Shouting about "oh my gawd, you don't k ow shit!" within2.5 hours is just stupid. Especially if the other person spent most of that time throwing up, in bed or at the doctor.
draun:
I didn't ask you to build a nuclear bomb.... I asked if anybody knows how the walls work and IF NOT then I could write a tutorial about making wintergrasp style walls to map.
Steff:
Thats a good idea :) The point is taht the walls are not so easy. But i hope you will get it and could write something. And get well soon Schlumpf also on this way.
draun:
I just got this idea because I got plans ready for the battleground (a little bit wintergrasp style). But I will get back to it when I get back home.
schlumpf:
Gameobject template:
--- Code: --- //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING struct { uint32 intactNumHits; //0 uint32 creditProxyCreature; //1 uint32 state1Name; //2 uint32 intactEvent; //3 uint32 damagedDisplayId; //4 uint32 damagedNumHits; //5 uint32 empty3; //6 uint32 empty4; //7 uint32 empty5; //8 uint32 damagedEvent; //9 uint32 destroyedDisplayId; //10 uint32 empty7; //11 uint32 empty8; //12 uint32 empty9; //13 uint32 destroyedEvent; //14 uint32 empty10; //15 uint32 debuildingTimeSecs; //16 uint32 empty11; //17 uint32 destructibleData; //18 uint32 rebuildingEvent; //19 uint32 empty12; //20 uint32 empty13; //21 uint32 damageEvent; //22 uint32 empty14; //23 } building; --- End code --- from TrinityCore. Seems to be a bit wrong though. Like all the time with emulators.
DestructibleModelData.dbc
--- Code: --- struct DestructibleModelDataEntry // sizeof(0x50) { uint32_t m_ID; // +0x0, size 0x4, type 0 uint32_t m_state0Wmo; // +0x4, size 0x4, type 0 uint32_t m_state0ImpactEffectDoodadSet; // +0x8, size 0x4, type 0 uint32_t m_state0AmbientDoodadSet; // +0xC, size 0x4, type 0 uint32_t m_state1Wmo; // +0x10, size 0x4, type 0 uint32_t m_state1DestructionDoodadSet; // +0x14, size 0x4, type 0 uint32_t m_state1ImpactEffectDoodadSet; // +0x18, size 0x4, type 0 uint32_t m_state1AmbientDoodadSet; // +0x1C, size 0x4, type 0 uint32_t m_state2Wmo; // +0x20, size 0x4, type 0 uint32_t m_state2DestructionDoodadSet; // +0x24, size 0x4, type 0 uint32_t m_state2ImpactEffectDoodadSet; // +0x28, size 0x4, type 0 uint32_t m_state2AmbientDoodadSet; // +0x2C, size 0x4, type 0 uint32_t m_state3Wmo; // +0x30, size 0x4, type 0 uint32_t m_state3InitDoodadSet; // +0x34, size 0x4, type 0 uint32_t m_state3AmbientDoodadSet; // +0x38, size 0x4, type 0 uint32_t m_ejectDirection; // +0x3C, size 0x4, type 0 uint32_t m_repairGroundFx; // +0x40, size 0x4, type 0 uint32_t m_doNotHighlight; // +0x44, size 0x4, type 0 uint32_t m_healEffect; // +0x48, size 0x4, type 0 uint32_t m_healEffectSpeed; // +0x4C, size 0x4, type 0 }; --- End code --- from the wiki, http://pxr.dk/wowdev/wiki/index.php?tit ... elData.dbc
ADT: Add a WMO.
Tutorial:
* Add WMO. * Add entry to DestructibleModelData.dbc * Figure out how they hacked it on your emulator. (Its 99% a hack and they didn't get the whole thing, but meeh.) * Add gameobject template to database. * ??? * Destructible Gameobject. (and profit)
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