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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