[Archive] Working creatures on spawned .wmos
[Archive] Working creatures on spawned .wmos
Archived author: Skarn • Posted: 2017-07-01T16:06:18+00:00
Original source
A proper solution would be to implement vmaps for gameobjects into your emulator. Everything else is a hack.
Quote: 7 hours ago, Skarn said:Sadly I don't know which way to look at and what to do to make that work.
A proper solution would be to implement vmaps for gameobjects into your emulator. Everything else is a hack.
Archived author: TheMoneyHater • Posted: 2017-07-01T23:40:25+00:00
Original source
Quote: 7 hours ago, Skarn said:Sadly I don't know which way to look at and what to do to make that work.
A proper solution would be to implement vmaps for gameobjects into your emulator. Everything else is a hack.
Quote: 17 hours ago, TheMoneyHater said:I personally would just roll with this. Conversion between coordinates will be nightmare, I just hate to do that kind of stuff, but it is possible. Yes, it may produce some bugs while player in different phase goes over there with some NPC tailing him, but the question is - how often will that happen?
I think it is possible to put the boat in noggit and create vmaps/mmaps for it. Then remove it from the map and only spawn it in the phase like I have now.
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Archived author: Amaroth • Posted: 2017-07-02T07:13:31+00:00
Original source
Quote: 17 hours ago, TheMoneyHater said:I personally would just roll with this. Conversion between coordinates will be nightmare, I just hate to do that kind of stuff, but it is possible. Yes, it may produce some bugs while player in different phase goes over there with some NPC tailing him, but the question is - how often will that happen?
I think it is possible to put the boat in noggit and create vmaps/mmaps for it. Then remove it from the map and only spawn it in the phase like I have now.
.