Forum > Level Design

[BUG] NPCs Fall Through Buildings

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Valkryst:
Hey,

My friend has been doing a lot of worldeditng for a server we're working on and I only recently began to populate the areas he's creating. After a bit of work and then a few hours of trial-and-error to solve this bug I've come up with nothing.

I have two NPCs in two separate buildings that are set on way-points to walk around the buildings. When they walk in certain areas they simply fall through the building and start walking on the ground beneath it.

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I've tried using varying coordinates on each way-point node. I've tried using Z coordinates that were way above  floor-level in the buildings as well. I've tried pretty much everything I can think of using way-points basically.

I've tried the above with and without mmaps. I thought they would solve this issue,but they sadly didn't.

I've tested everything in two different edited areas in two different buildings with two different NPCs.

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I'm using the latest version of Trinity as of the 16th of last month. The mmaps were compiled on Windows 8.1 x64 (I doubt that changes anything) and the server is running on Debian 7 x32.

If you need any more information just say so. I have no clue what to type.

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If anyone has some ideas, solutions, suggestions, etc... I'm all ears. Thanks for any replies and sorry if this is in the wrong section, but I have only ever seen this issue with worldedited buildings.

Steff:
You need clean areaids and created maps for server.  This need a fixed extractor.

Kiun:
Maybe this helps you viewtopic.php?f=10&t=7382

Valkryst:

--- Quote from: "Steff" ---You need clean areaids and created maps for server.  This need a fixed extractor.
--- End quote ---
I'm not entirely sure what you're referring to. Would this be done with Noggit and some modified dbc, maps, vmaps, mmaps, etc... programs?


--- Quote from: "Kiun" ---Maybe this helps you viewtopic.php?f=10&t=7382
--- End quote ---
That does look like the exact same issue. I have been thinking that the mmaps and vmaps generators didn't include our custom patches. Do you happen to have the compiled modified .exe's you used for the solution still?

Kiun:
I think I still have extractors that read custom mpq called 'Patch-M' somewhere but I think it would be more useful teach you how to do for your customs mpq.

I hope you use custom build of TrinityCore otherwhise I can't help you.

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