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[QUESTION] Ride gameobjects

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Смердокрыл:

--- Quote from: "Method" ---Then you need to dynamically figure out a way to path destinations using the static system as a basis.
--- End quote ---

I thought of a spell which worked similarly to an aoe spell (the one where you have a green circle to choose a point on the ground) which would create a waypoint and delete all the other ones. That way I would just click where I want the ship to move.
But that probably requires some serverside cpp editing, which cannot be done, as my serv is pre-compiled.

saifi0102:
As far as I know you can't make this possible without editing Trinity.

I was suggested a similar idea by a friend some time ago, however, I couldn't implement it because it would require modding WoW too. Not a simple modification but an implementation for dynamically sending DBC updates to the client(s). But for that kind of modification, I guess you'd require editing it in assembly which is difficult to understand at first.

Sending dynamic DBC updates would be pretty useful though, the server could modify a lot of client side stuff.

Смердокрыл:
Actually, Im absolutely fine with the despawn/spawn on moving/stopping method. But I have the following questions about it:

--- 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 ---

Alastor:
No idea why such topic like this has 3 pages but K ....

You want to achiv "Rideable model with collisions"  and as far as i know such things does not exists .... soo ... little info

Mount ? Its Rideable K but Mount does not have Collisions
If is mount set for additional seats these players are just bounded to mounted one so they cant move freedomly on ( for exmple ) boat board ...

another little thing just for sure >>> Transport 3D models like zeppelin , boats , turtles used for transport ( in most of cases  ) between continents are just objects that follows order of DB / core so there is no chance for player to take override of it ( also it does not mather if its M2 or WMO )

so what you want is little bit impossible but idk about core im not C++ / basic meister ( or what lang is used in core [ clearly i never worked with core itselfs] )
SO maybe you can write some advanced method for vehicles or similiar thing that would be rideable by player and and same time you could transport other players with it " beacuse they are standing on collisions of your model / vehicle "

thats all i can tell ya

Смердокрыл:

--- Quote from: "Alastor" ---No idea why such topic like this has 3 pages but K ....
--- End quote ---
Its only due to the coincidence that the topic of my question has awakened some old confrontation.


--- Quote from: "Alastor" ---so what you want is little bit impossible but idk about core im not C++ / basic meister ( or what lang is used in core [ clearly i never worked with core itselfs] )
--- End quote ---
I said I'm ok with collision only existing when the vehicle npc is not moving, and being removed once it starts to. But I'm not sure on how to achieve even that:

--- 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 ---

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