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[Archive] Working creatures on spawned .wmos

[Archive] Working creatures on spawned .wmos

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rektbyfaith
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06-30-2017, 07:35 PM
#1
Archived author: TheMoneyHater • Posted: 2017-06-30T19:35:31+00:00
Original source

I have custom made maps/vmaps/mmaps but still it dosn't seem to work with this normal pirateship (.wmo)

It is spawned as a type 14 and I can't find any flags in the gameobject_template that might fix this problem.

I only want to use the ship in a specific phase so noggit is a no.

What to do?

[Image: giphy.gif]
rektbyfaith
06-30-2017, 07:35 PM #1

Archived author: TheMoneyHater • Posted: 2017-06-30T19:35:31+00:00
Original source

I have custom made maps/vmaps/mmaps but still it dosn't seem to work with this normal pirateship (.wmo)

It is spawned as a type 14 and I can't find any flags in the gameobject_template that might fix this problem.

I only want to use the ship in a specific phase so noggit is a no.

What to do?

[Image: giphy.gif]

rektbyfaith
Administrator
0
06-30-2017, 07:57 PM
#2
Archived author: Amaroth • Posted: 2017-06-30T19:57:49+00:00
Original source

Are you actually sure that SS maps are supposed to work with gameobjects in general? I am not (but I'm also not saying that I am sure that they should not).
rektbyfaith
06-30-2017, 07:57 PM #2

Archived author: Amaroth • Posted: 2017-06-30T19:57:49+00:00
Original source

Are you actually sure that SS maps are supposed to work with gameobjects in general? I am not (but I'm also not saying that I am sure that they should not).

rektbyfaith
Administrator
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06-30-2017, 08:01 PM
#3
Archived author: wungasaurus • Posted: 2017-06-30T20:01:59+00:00
Original source

afaik, vmaps are not implemented for dynamic objects on any emulator. they might work for transports though, which you could use by making a non-moving transport.
rektbyfaith
06-30-2017, 08:01 PM #3

Archived author: wungasaurus • Posted: 2017-06-30T20:01:59+00:00
Original source

afaik, vmaps are not implemented for dynamic objects on any emulator. they might work for transports though, which you could use by making a non-moving transport.

rektbyfaith
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06-30-2017, 08:03 PM
#4
Archived author: TheMoneyHater • Posted: 2017-06-30T20:03:46+00:00
Original source

To be honest I have no idea either if it should work. All I know is that it works with Transports and I don't see a reason why it would not work in this situation.

EDIT:

Saw what wungasaurus wrote and I guess we are on the same track. The think is that I don't know how to make transports specific for a phase, they seem to overwrite.
rektbyfaith
06-30-2017, 08:03 PM #4

Archived author: TheMoneyHater • Posted: 2017-06-30T20:03:46+00:00
Original source

To be honest I have no idea either if it should work. All I know is that it works with Transports and I don't see a reason why it would not work in this situation.

EDIT:

Saw what wungasaurus wrote and I guess we are on the same track. The think is that I don't know how to make transports specific for a phase, they seem to overwrite.

rektbyfaith
Administrator
0
06-30-2017, 08:11 PM
#5
Archived author: Amaroth • Posted: 2017-06-30T20:11:00+00:00
Original source

Transports are very, very specific and different from common gameobjects though. They also behave as a sort of map of their own in some ways, which enables server to actually work with NPCs on them properly.

EDIT: If phase can be set to transport, it is nearly surely in gameobject_template between data0 and data7 (although the best would be just taking a look straight into src). I can't imagine it being set anywhere else though. Yet again, I have my doubts wheter transports can be assigned to phases, at least by default. Why do you think they can be? This would interrest me a little bit.
rektbyfaith
06-30-2017, 08:11 PM #5

Archived author: Amaroth • Posted: 2017-06-30T20:11:00+00:00
Original source

Transports are very, very specific and different from common gameobjects though. They also behave as a sort of map of their own in some ways, which enables server to actually work with NPCs on them properly.

EDIT: If phase can be set to transport, it is nearly surely in gameobject_template between data0 and data7 (although the best would be just taking a look straight into src). I can't imagine it being set anywhere else though. Yet again, I have my doubts wheter transports can be assigned to phases, at least by default. Why do you think they can be? This would interrest me a little bit.

rektbyfaith
Administrator
0
06-30-2017, 08:54 PM
#6
Archived author: TheMoneyHater • Posted: 2017-06-30T20:54:01+00:00
Original source

I just came to realize that the Wintergrasp Fortress Tower is an object and NPCs and go up the tower and move around freely. I'll check this out.
rektbyfaith
06-30-2017, 08:54 PM #6

Archived author: TheMoneyHater • Posted: 2017-06-30T20:54:01+00:00
Original source

I just came to realize that the Wintergrasp Fortress Tower is an object and NPCs and go up the tower and move around freely. I'll check this out.

rektbyfaith
Administrator
0
06-30-2017, 10:53 PM
#7
Archived author: wungasaurus • Posted: 2017-06-30T22:53:29+00:00
Original source

note that wintergrasp buildings are destructible objects, so the reason they work on servers is probably another: they are broken. destructible buildings of that era are present on the adts just like regular non-destructible objects without phase.  they are flagged in the adt, but the extractors don't know about that flag (even though it is documented for years). thus, the emulators treat destructible objects correctly because the vmap stuff thinks it is actually on map. it will break when the object is destroyed (npcs will still think it is not).
rektbyfaith
06-30-2017, 10:53 PM #7

Archived author: wungasaurus • Posted: 2017-06-30T22:53:29+00:00
Original source

note that wintergrasp buildings are destructible objects, so the reason they work on servers is probably another: they are broken. destructible buildings of that era are present on the adts just like regular non-destructible objects without phase.  they are flagged in the adt, but the extractors don't know about that flag (even though it is documented for years). thus, the emulators treat destructible objects correctly because the vmap stuff thinks it is actually on map. it will break when the object is destroyed (npcs will still think it is not).

rektbyfaith
Administrator
0
07-01-2017, 10:46 AM
#8
Archived author: MR.Farrarie • Posted: 2017-07-01T10:46:48+00:00
Original source

Quote: 14 hours ago, TheMoneyHater said:

I just came to realize that the Wintergrasp Fortress Tower is an object and NPCs and go up the tower and move around freely. I'll check this out.
wintergrasp tower have parts that make npc walk freally yess but not fully like when you spawn an npc in certain place like the roof it will fall this problem where in the community for years

((((even I don't use vmap mmap maps for my custom maps so npc can fight in wmo without faling))))

but some system will still not work like waypoints some certain spell like fear blink etc for me  I use wow as story telling so blink is like .npc move with some visual effect [Image: smile.png] and I don't care for waypoint

about the types best for wmo

are

type 11= transport and its the best for me because it make wmo visible from far away and don't disappear also good for huge wmo like necropolic caslte etc

type 33 = destructible wmo it make wmo have health and morph into another wmo when die like what we have with some wintergrasp ones

type 14 = is shit
rektbyfaith
07-01-2017, 10:46 AM #8

Archived author: MR.Farrarie • Posted: 2017-07-01T10:46:48+00:00
Original source

Quote: 14 hours ago, TheMoneyHater said:

I just came to realize that the Wintergrasp Fortress Tower is an object and NPCs and go up the tower and move around freely. I'll check this out.
wintergrasp tower have parts that make npc walk freally yess but not fully like when you spawn an npc in certain place like the roof it will fall this problem where in the community for years

((((even I don't use vmap mmap maps for my custom maps so npc can fight in wmo without faling))))

but some system will still not work like waypoints some certain spell like fear blink etc for me  I use wow as story telling so blink is like .npc move with some visual effect [Image: smile.png] and I don't care for waypoint

about the types best for wmo

are

type 11= transport and its the best for me because it make wmo visible from far away and don't disappear also good for huge wmo like necropolic caslte etc

type 33 = destructible wmo it make wmo have health and morph into another wmo when die like what we have with some wintergrasp ones

type 14 = is shit

rektbyfaith
Administrator
0
07-01-2017, 01:36 PM
#9
Archived author: TheMoneyHater • Posted: 2017-07-01T13:36:44+00:00
Original source

After a long night of sleep and some playing around, I discovered that as wungasaurus said in noggit you can see the Wintergrasp models but they use a fake .wmo to create the collision. It can be seen in noggit but not in the game. That's why if they spawn a normal Game object on the exact same spot it fakes the vmaps/mmaps.

[Image: unknown.png?width=832&height=468]

[Image: zHFb7dF.jpg]

How can this help me? 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. This makes so the server knows that there is a boat there but not the player. The only downside of this might be that if a player outside of the phase (will only be water next to a beach) if they swim while an npc are attacking them and swim over the place the boat is on another phase the npc will act like crazy. Is this a stupid idea? or the easiest one?
Quote: 2 hours ago, MR.Farrarie said:

type 14 = is shit
I know that all .wmo are loaded from the map but is there really that less support on the serverside to spawn .wmo with type 14?
rektbyfaith
07-01-2017, 01:36 PM #9

Archived author: TheMoneyHater • Posted: 2017-07-01T13:36:44+00:00
Original source

After a long night of sleep and some playing around, I discovered that as wungasaurus said in noggit you can see the Wintergrasp models but they use a fake .wmo to create the collision. It can be seen in noggit but not in the game. That's why if they spawn a normal Game object on the exact same spot it fakes the vmaps/mmaps.

[Image: unknown.png?width=832&height=468]

[Image: zHFb7dF.jpg]

How can this help me? 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. This makes so the server knows that there is a boat there but not the player. The only downside of this might be that if a player outside of the phase (will only be water next to a beach) if they swim while an npc are attacking them and swim over the place the boat is on another phase the npc will act like crazy. Is this a stupid idea? or the easiest one?

Quote: 2 hours ago, MR.Farrarie said:

type 14 = is shit
I know that all .wmo are loaded from the map but is there really that less support on the serverside to spawn .wmo with type 14?

rektbyfaith
Administrator
0
07-01-2017, 01:44 PM
#10
Archived author: MR.Farrarie • Posted: 2017-07-01T13:44:01+00:00
Original source

Quote: 7 minutes ago, TheMoneyHater said:

After a long night of sleep and some playing around, I discovered that as wungasaurus said in noggit you can see the Wintergrasp models but they use a fake .wmo to create the collision. It can be seen in noggit but not in the game. That's why if they spawn a normal Game object on the exact same spot it fakes the vmaps/mmaps. How can this help me? 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. This makes so the server knows that there is a boat there but not the player. The only downside of this might be that if a player outside of the phase (will only be water next to a beach) if they swim while an npc are attacking them and swim over the place the boat is on another phase the npc will act like crazy. Is this a stupid idea? or the easiest one?

I know that all .wmo are loaded from the map but is there really that less support on the serverside to spawn .wmo with type 14?
even when you spawn wintergrasp tower by hand far away from the spot it was you will see that npc can move in it without faling in some part of the interior
rektbyfaith
07-01-2017, 01:44 PM #10

Archived author: MR.Farrarie • Posted: 2017-07-01T13:44:01+00:00
Original source

Quote: 7 minutes ago, TheMoneyHater said:

After a long night of sleep and some playing around, I discovered that as wungasaurus said in noggit you can see the Wintergrasp models but they use a fake .wmo to create the collision. It can be seen in noggit but not in the game. That's why if they spawn a normal Game object on the exact same spot it fakes the vmaps/mmaps. How can this help me? 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. This makes so the server knows that there is a boat there but not the player. The only downside of this might be that if a player outside of the phase (will only be water next to a beach) if they swim while an npc are attacking them and swim over the place the boat is on another phase the npc will act like crazy. Is this a stupid idea? or the easiest one?

I know that all .wmo are loaded from the map but is there really that less support on the serverside to spawn .wmo with type 14?
even when you spawn wintergrasp tower by hand far away from the spot it was you will see that npc can move in it without faling in some part of the interior

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