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Author Topic: [QUESTION] Ride gameobjects  (Read 7557 times)

Смердокрыл

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Re: [QUESTION] Ride gameobjects
« Reply #30 on: August 16, 2015, 03:00:13 pm »
Quote from: "Method"
Then you need to dynamically figure out a way to path destinations using the static system as a basis.

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.
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saifi0102

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Re: [QUESTION] Ride gameobjects
« Reply #31 on: August 17, 2015, 02:02:36 am »
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.
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Смердокрыл

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Re: [QUESTION] Ride gameobjects
« Reply #32 on: August 17, 2015, 02:45:36 am »
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?
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Alastor

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Re: [QUESTION] Ride gameobjects
« Reply #33 on: August 17, 2015, 05:36:37 am »
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
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Смердокрыл

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Re: [QUESTION] Ride gameobjects
« Reply #34 on: August 17, 2015, 09:08:39 am »
Quote from: "Alastor"
No idea why such topic like this has 3 pages but K ....
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] )
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?
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Kaev

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Re: [QUESTION] Ride gameobjects
« Reply #35 on: August 19, 2015, 08:42:27 pm »
Quote from: "Смердокрыл"
I said I'm ok with collision only existing when the vehicle npc is not moving, and being removed once it starts to.
I doubt that this is possible without any very ugly hacks, if possible at all. Pretty sure this isn't possible without C++ edits though.
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stoneharry

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Re: [QUESTION] Ride gameobjects
« Reply #36 on: August 19, 2015, 11:17:49 pm »
It's not possible. There's your answer.

Yes you can have collision spawn and removed when object starts/stops with vehicles.

This random person claiming it is possible is lying and looking for attention.
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kojak488

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Re: [QUESTION] Ride gameobjects
« Reply #37 on: August 22, 2015, 07:13:50 pm »
Quote from: "stoneharry"
This random person claiming it is possible is lying and looking for attention.

Random person?  Sorry, but no.  On more than one occasion I've come into threads with people saying shit is impossible or never done before and shown them wrong.  You're welcome to think I'm lying.  That's your choice.  It's an odd choice considering the prior history I have of doing the "impossible".
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schlumpf

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Re: [QUESTION] Ride gameobjects
« Reply #38 on: August 22, 2015, 07:27:41 pm »
Unless we see any information on how or any proof of that, let's assume it is in fact not possible, and if it were, not feasible.
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Смердокрыл

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Re: [QUESTION] Ride gameobjects
« Reply #39 on: September 03, 2015, 05:46:00 pm »
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?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Смердокрыл

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Re: [QUESTION] Ride gameobjects
« Reply #40 on: October 06, 2015, 01:44:09 pm »
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?

ANYONE?
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Смердокрыл

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Re: [QUESTION] Ride gameobjects
« Reply #41 on: October 07, 2015, 10:16:17 am »
It seems like absolutely no-one on modcraft has ever used SmartAI.

Maybe Im too impatient though.
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schlumpf

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Re: [QUESTION] Ride gameobjects
« Reply #42 on: October 07, 2015, 10:21:52 am »
That might be likely. You could try asking the emulator developers instead, or read their documentation or code
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Amaroth

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Re: [QUESTION] Ride gameobjects
« Reply #43 on: October 07, 2015, 11:48:02 am »
*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.
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Смердокрыл

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Re: [QUESTION] Ride gameobjects
« Reply #44 on: October 07, 2015, 01:34:45 pm »
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.
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.
Thanks! I'll try it.
Quote from: "Amaroth"
Well, you also need that collision model.
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.
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!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
or no.
At least I tried.