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[DiscordArchive] In order to make a script that starts after a gameobject has been used and spawns waves of mobs foll

[DiscordArchive] In order to make a script that starts after a gameobject has been used and spawns waves of mobs foll

rektbyfaith
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09-19-2021, 12:11 PM
#1
Archived author: Drooppi • Posted: 2021-09-19T12:11:06.188000+00:00
Original source

In order to make a script that starts after a gameobject has been used and spawns waves of mobs followed by a boss, what would be the most suitable type? Should I just use a smartGameObjectAI for the object and then a simple creatureScript for the boss?
rektbyfaith
09-19-2021, 12:11 PM #1

Archived author: Drooppi • Posted: 2021-09-19T12:11:06.188000+00:00
Original source

In order to make a script that starts after a gameobject has been used and spawns waves of mobs followed by a boss, what would be the most suitable type? Should I just use a smartGameObjectAI for the object and then a simple creatureScript for the boss?

rektbyfaith
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09-19-2021, 12:27 PM
#2
Archived author: Drooppi • Posted: 2021-09-19T12:27:08.010000+00:00
Original source

or is there something I could use to just decide to spawn a bunch of mobs here and there and keep track of them in cpp? I feel I can't get the flexibility I need in SAI unfortunately
rektbyfaith
09-19-2021, 12:27 PM #2

Archived author: Drooppi • Posted: 2021-09-19T12:27:08.010000+00:00
Original source

or is there something I could use to just decide to spawn a bunch of mobs here and there and keep track of them in cpp? I feel I can't get the flexibility I need in SAI unfortunately

rektbyfaith
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09-19-2021, 12:33 PM
#3
Archived author: bandysc • Posted: 2021-09-19T12:33:06.701000+00:00
Original source

You can use SAI to spawn npcs when user interact with gobject. You can also write this script in CPP
rektbyfaith
09-19-2021, 12:33 PM #3

Archived author: bandysc • Posted: 2021-09-19T12:33:06.701000+00:00
Original source

You can use SAI to spawn npcs when user interact with gobject. You can also write this script in CPP

rektbyfaith
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09-19-2021, 12:33 PM
#4
Archived author: bandysc • Posted: 2021-09-19T12:33:32.707000+00:00
Original source

It all depends how exactly you want to keep track them in cpp. And what exactly you want to do. And it depends if this is an instance map or not
rektbyfaith
09-19-2021, 12:33 PM #4

Archived author: bandysc • Posted: 2021-09-19T12:33:32.707000+00:00
Original source

It all depends how exactly you want to keep track them in cpp. And what exactly you want to do. And it depends if this is an instance map or not

rektbyfaith
Administrator
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09-19-2021, 12:34 PM
#5
Archived author: bandysc • Posted: 2021-09-19T12:34:01.353000+00:00
Original source

A lot of "it depends"
rektbyfaith
09-19-2021, 12:34 PM #5

Archived author: bandysc • Posted: 2021-09-19T12:34:01.353000+00:00
Original source

A lot of "it depends"

rektbyfaith
Administrator
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09-19-2021, 12:36 PM
#6
Archived author: Drooppi • Posted: 2021-09-19T12:36:53.547000+00:00
Original source

So if I want to make it purely in cpp, should I do as follows?
`my_event : public GameObjectScript`
`my_boss : public CreatureScript`
and somewhere inside `my_event` I make a `me->summonCreature(ID_of_the_boss)` ?
rektbyfaith
09-19-2021, 12:36 PM #6

Archived author: Drooppi • Posted: 2021-09-19T12:36:53.547000+00:00
Original source

So if I want to make it purely in cpp, should I do as follows?
`my_event : public GameObjectScript`
`my_boss : public CreatureScript`
and somewhere inside `my_event` I make a `me->summonCreature(ID_of_the_boss)` ?

rektbyfaith
Administrator
0
09-19-2021, 12:46 PM
#7
Archived author: Drooppi • Posted: 2021-09-19T12:46:14.693000+00:00
Original source

and then obviously allocate the my_boss script to the boss id in the database
rektbyfaith
09-19-2021, 12:46 PM #7

Archived author: Drooppi • Posted: 2021-09-19T12:46:14.693000+00:00
Original source

and then obviously allocate the my_boss script to the boss id in the database

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