Then you need to dynamically figure out a way to path destinations using the static system as a basis.
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?
No idea why such topic like this has 3 pages but K ....
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] )
I said I'm ok with collision only existing when the vehicle npc is not moving, and being removed once it starts to.
This random person claiming it is possible is lying and looking for attention.
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?
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.
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.