Modcraft - The community dedicated to quality WoW modding!
Community => General => Topic started by: Steff on March 15, 2013, 02:17:40 pm
-
First NUT will be shiproutes and fly routes.
Not the griffon routes the Zellelin once ;)
Have you informations?
It should get all collected for Trinity and Arcemu?
-
These are just assumptions:
As there are all transports of each map stored at the map itself (i guess all at x,y,z = 0) they seem to be copied or somehow stored, when the player gets teleported.
http://www.imagr.eu/up/5144a2384dde0_Wo ... 174441.jpg (http://www.imagr.eu/up/5144a2384dde0_WoWScrnShot_031613_174441.jpg" onclick="window.open(this.href);return false;)
--No sense--
Also there is a map for each transport route:
http://www.imagr.eu/up/5144a35c6f40e_transportmaps_1.jpg
http://www.imagr.eu/up/5144a35c6e5ac_transportmaps_2.jpg
=> There are some unknown areatabke flags in AreaTables.dbc. Maybe they concern these Maps.
AREA_FLAG_UNK1 = 0x00000002, // may be necropolis? | Necropolis is located at the transportation "stack" in Map 0 as well
AREA_FLAG_UNK9 = 0x02000000, // unknown
AREA_FLAG_UNK10 = 0x04000000, // unknown
[url=http://pxr.dk/wowdev/wiki/index.php?title=AreaTable.dbc]source[/url]
Clientfunctions concerning transportation
VoidStorageTransferChanges = 0x02E1,
VoidTransferResult = 0x02E5,
TransferPending = 0x0135,
TransferAborted = 0x1085,
Script_ClearVoidTransferDepositSlot 00AFFDD0
Script_ClickVoidTransferDepositSlot 00B007B0
Script_ClickVoidTransferWithdrawalSlot 00B00E80
Script_ExecuteVoidTransfer 00AFFD40
Script_GetNumVoidTransferDeposit 00AFFE50
Script_GetNumVoidTransferWithdrawal 00AFFEB0
Script_GetVoidTransferCost 00B00380
Script_GetVoidTransferDepositInfo 00B00240
Script_GetVoidTransferWithdrawalInfo 00B00B50
ClientTransferAborted::CallHandler 0077FC10
ClientTransferAborted::CliGet 007683A0
ClientTransferAborted::ClientTransferAborted 00797690
ClientTransferAborted::s_handler 0008BDB0
ClientTransferPending::CallHandler 00789DA0
ClientTransferPending::CliGet 0076F6F0
ClientTransferPending::ClientTransferPending 0079D6B0
ClientTransferPending::s_handler 0008C26C
ClientVoidStorageTransferChanges::CallHandler 007742F0
ClientVoidStorageTransferChanges::CliGet 007C56F0
ClientVoidStorageTransferChanges::ClientVoidStorageTransferChanges 007D24F0
ClientVoidStorageTransferChanges::s_handler 0008BEC0
ClientVoidStorageTransferChanges::~ClientVoidStorageTransferChanges 007B6370
ClientVoidTransferResult::CallHandler 00783500
ClientVoidTransferResult::s_handler 0008BE8C
Maybe this might help in any way...
Also check:
http://pxr.dk/wowdev/wiki/index.php?tit ... mation.dbc (http://pxr.dk/wowdev/wiki/index.php?title=TransportAnimation.dbc" onclick="window.open(this.href);return false;)
http://pxr.dk/wowdev/wiki/index.php?tit ... hysics.dbc (http://pxr.dk/wowdev/wiki/index.php?title=TransportPhysics.dbc" onclick="window.open(this.href);return false;)
http://pxr.dk/wowdev/wiki/index.php?tit ... tation.dbc (http://pxr.dk/wowdev/wiki/index.php?title=TransportRotation.dbc" onclick="window.open(this.href);return false;)
http://pxr.dk/wowdev/wiki/index.php?tit ... plines.dbc (http://pxr.dk/wowdev/wiki/index.php?title=LoadingScreenTaxiSplines.dbc" onclick="window.open(this.href);return false;)
Trinitycore serverside stuff: http://pastebin.com/YCcwfs26 (http://pastebin.com/YCcwfs26" onclick="window.open(this.href);return false;)
-
Also don't forget there are two transports type. The one for ship / zep etc.., and the other for elevators / some random things. The main differences between the two is that Ship / Zep coords are absolute ( When x = 20 for a node, it's x = 20 on the map ), while for Elevators when x = 20, it means elevators->position_x + 20.
I'll release info on those elevators, they are really useful, you can make little boat to travel on a lake, elevators, and other random things. However I have no idea if it works with WMOs.
About the map on transport, every transport has a map for it's route. With an ID etc.. It's mainly for Unit i guess, as a unit should have a spawn point, how do you specify the static coord of a transport on another map ? It's better to make the transport have it's own map, like map 610 where 0, 0, 0 should be the center ( or another point, don't know ) of the transport.