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[QUESTION] Ride gameobjects

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Смердокрыл:

--- Quote from: "Смердокрыл" ---Could anyone finally answer me, please?


--- Quote from: "Смердокрыл" --- for spawning, the action_type is 50 and target_type is 1. What is the event_type? 28 or 43 maybe?
 for despawning, the action_type is 41 and target_type is, I presume, 12? Event type possibly 34?
--- End quote ---

--- End quote ---

ANYONE?

Смердокрыл:
It seems like absolutely no-one on modcraft has ever used SmartAI.

Maybe Im too impatient though.

schlumpf:
That might be likely. You could try asking the emulator developers instead, or read their documentation or code

Amaroth:
*sight* I wasn't watching this particular thread, so, here I go.:

Ships are WMOs (but can be also M2s) which are transports, which are using taxi paths. The same system is being used for fly paths (gryphons, wywerns) and is handled TaxiNodes.dbc, TaxiPath.dbc and TaxiPathNode.dbc. Check world.transports for list of transports and you can also find there ID of gameobjects which is being used for that particular transport. That object also has taxi path's ID assigned in gameobject_template, and here mentioned DBCs go. So statement that gobs can't move is incorrects. They can. However, they are being moved by premade paths and that can't be changed at all. Players can't control them. I have been using both transports and taxi paths for a while, so in case you would change your mind, I can help you a little bit with them, though there are a few issues I never managed to solve on custom maps (yet), so I can't make system really completely similiar to blizzlike, but in the and it looks nearly same.

Can be gobs moved by using any other than transport system? With some limitations, it should be achievable by actually using that transport system functions, but with another than DBC-stored input data. Transports need 3 points to move - previous, actual and next. You would need to store coords of previous point where transport was (and have some default option here to avoid exceptions), actual coords of transport when next coords are set and well, next coords, set by... spell? It could work, should not be THAT hard at all and would not be buggy or laggy, because transports are gobs, are being moved along and well, client has no problem at all with them. I don't know if there is any other system to move gobs than transport system, but I have never seen such thing in WoW and well, why would Blizzard implement system which is not being used anywhere? Still, I don't say its impossible, I just don't know. Anyway, this transport system of mine might have 2 issues. 1., you need to edit core, and thats problem for you on its own while you have pre-compiled server. 2., while server can be able to move transports by using data from some kind of "Move to" spell, as was already mentioned, transports are being moved by using BOTH client and server side DBCs. And here our problem comes, if server knows how to move transport around but client does not, you can be pretty much screwed, and its quite likely to happen. Sorry to disappoint.

About SAI. I would use event 28 for spawning gob by using action 50 with target either 0 or 1, it should not matter. I would use event 27 for despawning gob by using action 41 with target 13 (I don't know how 12 is being used but... it isn't needed here anyway). That should be simple enough and it should work. Well, you also need that collision model.

Someone mentioned some knd of "bounce" aura which would push away everyone trying to pass that NPC. Tbh, spell aura would be far most effective solution here, but I know no such aura, which would keep pushing players away from afflicted target. If anyone knows such aura, its modified version could be very fruitful here and with correct radius of AoE it might give perfect desired effect even while NPC would be moving. Just btw, what would happen in this case if you would just jump on top of that boat? I suppose you would fall into water and get pushed away from origin of boat afterwards. Well, thats a little bit away from perfect in the end, too. Nvm.


Kojak - post more to showoff sections and less to help request sections if you want to show everyone how awesome arrogant self-righteous and utterly awesome again person and dev you are. But you are in wrong topic for that here. And as long as you can't proof you are not saying bullshit while some of the most experienced devs around say it is bullshit - it simply is for us bullshit. Deal with it kid. And also deal with fact that while you got attention, I doubt it was kind of attention you lack and so desire.

Смердокрыл:

--- Quote from: "Amaroth" ---Can be gobs moved by using any other than transport system? With some limitations, it should be achievable by actually using that transport system functions, but with another than DBC-stored input data.
--- End quote ---
I dont think thats the way for me, since I want the ship to be also mounted by several other npcs (e.g. cannons) like this tank is mounted by a turret (and I would appreciate if someone told me how its done because I have no idea and I couldnt find a tutorial).


--- Quote from: "Amaroth" ---About SAI. I would use event 28 for spawning gob by using action 50 with target either 0 or 1, it should not matter. I would use event 27 for despawning gob by using action 41 with target 13 (I don't know how 12 is being used but... it isn't needed here anyway). That should be simple enough and it should work.
--- End quote ---
Thanks! I'll try it.

--- Quote from: "Amaroth" ---Well, you also need that collision model.
--- End quote ---
If I just use the same model path (e.g. WorldEXPANSION02DOODADSShipsND_Icebreaker_ship_BG.M2) for both the npc and the gob, it should work, shouldnt it?


--- Quote from: "Amaroth" ---Someone mentioned some knd of "bounce" aura which would push away everyone trying to pass that NPC. Tbh, spell aura would be far most effective solution here, but I know no such aura, which would keep pushing players away from afflicted target.
--- End quote ---
But that wouldnt allow people to enter the ship's interior, would it?

I think Im gonna stick to the spawn/despawn gob idea. Also would be grateful if someone helped with npc riding another npc. And overall your post was very helpful and interesting to read, thank you!

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