This is a read only copy without any forum functionality of the old Modcraft forum. If there is anything that you would like to have removed, message me on Discord via Kaev#5208. Big thanks to Alastor for making this copy!
Sorry, MP5 mean "Mana Per 5 seconds". Since the game don't convert spirit into mana regen because you're a DK, you have to regen your manapool (the one you added with the spell) by another spell with some MP5 or just drink some water. (Both are good)
Bugged anims I found so far : EmoteUseStanding(63), EmoteUseStandingNoSheathe(138), EmoteSaluteNoSheathe(210), EmoteEatNoSheathe, EmoteWorkNoSheathe(136)
Was already looking for the reason behind these bugs. And didn't found anything using these animations in the game even in WoD. (Spells nor Emotes.)
The armory WMO is "Monastery_war.wmo" in WorldWmoAzerothBuildingsDungeonld_scarletmonastery. His group come from 000 to 019.
For the ID you just have to extract the WMO and open it in 010Editor.
For the WMO it's just here http://puu.sh/iI0tp/adb3f8ef02.png, take the correct hexa (or you can use the WMO template and open the MOHD header.) Dont take the screen for the armory, it's not.
And for the group it's here http://puu.sh/iI0zp/e7c7dac31b.png. (Reproduce for every parts of the group, but usually, the sound is mainly controled in the Root. Some ambiance change are sometimes dones in the group, not really more than that.) and ofc it's not the screen for the armory group. It's just a random WMO that I found to show you.
And if you don't know already : If you don't take the ID from the Template (I don't have any template for the WMO group btw) don't forget to invert the numbers.
And I was assuming you were a totally newbie in WMOAreaTable, So don't take it badly if I did too much "details".
I'm not a pro neither, I'm just working hard on the understanding of WMOAreaTable, but at least if you're not going to create a new ambiance for a new custom WMO. You shouldn't have any problem.
And add ONLY the AI name on the creature to SmartAI.
For the npc, you have to add him an working ranged weapon, and for the target just set 2 (Victim).
When he will agro, he'll just use the spell.
Here's an exemple of one of my ranged npc. (It's a gunner dwarf)
The spell used is 71927 but it's just because i'm lazy and use the spell_bonus_damage to change the damage of the NPC, any other ranged spell will work.
For gameobject transport like elevator or deeprun tram, you have to edit dbcs :
-TransportAnimation : for moving objects from A to B using the 3 coordinates x y z, and with time notion (define the speed of your transport)
-TransportRotation : Rotate the gameobject during his travel, you can rotate in the 3 directions (yaw pitch roll) This dbc is really pain, maybe the most difficult dbc i've ever seen xD
2 years ago, i've made this :
For elevators or simple movement, it's not that hard. But if you want to do something complex with movement,rotation and velocity... It's really really hard, you must be really good in mathematics
That's awesome. x)
For the configuration of Yaw Pitch and Roll I personnaly use this schem, I puush it for you ladiszlai in case you need it. http://puu.sh/imt8q/ac950dad89.jpg (Not the creator of it, I found it on a old modeling forum a long ago (don't remind of it's name.)
Quote from: "ladiszlai"
Thanks to everyone for the answers ,
Makpptfox What i need to do in the Map.dbc?
Just look at the map ID 582, it's litterally the same for any new boat transport. (You can also look at 594 if you want a easy zepp transport, it's the one in the Fjord for a quest.)
I was in first helping you fort Zepp and Boat transports because I had somes thinkings on them already, but I never looked after elevators before to be franc. (I usually use teleport dummies.)
You just need to copy a spell like Amaroth told you.
To create a custom morph spell from an existing one (wich is used with the command .aura) you have to copy the spell with a new ID and just look to found out what is the actual NPC that the spell is using.
I added some WMO from WoD and tried to add them in WMOareaTable.dbc.
Results are f**kin weird... With all the good parameters and configs in the ADT, the DBC (areatable+wmoareatable+soundentries+zonemusic) and even the vmap/maps/mmaps even if I was sure for the last it was useless.
Some WMO come with sounds/music and the areaname I wrote.
Some WMO in the same zone don't work. Just no sound, no name, no music...
And more to come ! When I change an entry of an WMO it cause some bugs.
For exemple "WMO1 - WMO2 - WMO3" : If WMO1 and 2 are OK and 3 isn't, if I move WMO2 on a different entry with same configs, WMO3 will work (or not depend on the love of god I think) and WMO1 and 2 wouldn't work at this point, even if I just moved the entry of them in WMOareaTable and nothing else.
If someone can look at it and return to me with some facts and details and even if it's to say to me that's possible if I try harder than I already did. I'll be grateful.