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Author Topic: Falling to Death issue  (Read 1963 times)

Gurluas

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Falling to Death issue
« on: June 23, 2013, 07:56:00 pm »
I have an issue with Vashj'ir that I ported to 3.3.5
I put it in the unused map Craigtest, however, I run into a severe issue, at a certain point, far from the bottom of the map, my character automatically dies as if it had reached the bottom of the map.

Any idea where that value is stored so I can edit it?
There is also no issue whatsoever with the camera, and unlike the camera issue it actually kills my character, this makes me conclude that it isn't the MFBO issue, so I assume it is serverside but where is it stored?

What tells the server to kill your character if it...Say, goes to the bottom of the ocean?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: Falling to Death issue
« Reply #1 on: June 23, 2013, 10:40:24 pm »
That's indeed MFBO. Maybe you did not extract the server side map information correctly or your emulator handles it differently.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: Falling to Death issue
« Reply #2 on: June 23, 2013, 10:58:25 pm »
Odd... How does the emulator handle it?
I mean, where does it read the file?

There are no WDL and WDTs in the emulator folder.
Is it clientside?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

stoneharry

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Re: Falling to Death issue
« Reply #3 on: June 23, 2013, 11:46:24 pm »
Quote from: "Gurluas"
Odd... How does the emulator handle it?
I mean, where does it read the file?

There are no WDL and WDTs in the emulator folder.
Is it clientside?

All the 3.3.5a emulators make use of maps, vector maps, and movement maps as far as I am aware.

Generally, maps contain exploration data and basic information, movement maps are used to generate collision for LoS and pathfinding, vector maps contain general world collision maybe? I haven't really researched into it.

If you wanted more information, check the TrinityCore Wiki, then forums if you cannot find the information you want.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: Falling to Death issue
« Reply #4 on: June 24, 2013, 12:09:35 am »
Emulators read the ADT once during setup, with their obscure extracting tools. There, MFBO should be read and stored in their internal format, which is the. Used to fall to death.
Or emulators still suck and the fall to death height is hardcoded.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: Falling to Death issue
« Reply #5 on: June 24, 2013, 08:43:28 pm »
I tried recompiling maps and vmaps it didn't work.
*sigh* This is so confusing and annoying.

When I touch a specific height, no matter where, I die, even with .gm on.

EDIT:  Now this gets even more odd, normal Azerothian adts do not even HAVE MFBO.
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Dracbane

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Re: Falling to Death issue
« Reply #6 on: July 05, 2013, 05:36:02 pm »
Have you tried removing the MFBO chunck entirely?  This has worked for me in the past on maps.  I have not converted any 4.0.0+ maps though.
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schlumpf

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Re: Falling to Death issue
« Reply #7 on: July 05, 2013, 07:14:05 pm »
Have you tried AreaTable.dbc?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »