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rektbyfaith
Administrator
0
03-27-2022, 03:26 PM
#41
Archived author: Foe • Posted: 2022-03-27T15:26:29.805000+00:00
Original source

Alright
rektbyfaith
03-27-2022, 03:26 PM #41

Archived author: Foe • Posted: 2022-03-27T15:26:29.805000+00:00
Original source

Alright

rektbyfaith
Administrator
0
03-27-2022, 03:27 PM
#42
Archived author: Foe • Posted: 2022-03-27T15:27:08.201000+00:00
Original source

Bigglesworth.Hello(_, player, target)
rektbyfaith
03-27-2022, 03:27 PM #42

Archived author: Foe • Posted: 2022-03-27T15:27:08.201000+00:00
Original source

Bigglesworth.Hello(_, player, target)

rektbyfaith
Administrator
0
03-27-2022, 03:27 PM
#43
Archived author: Foe • Posted: 2022-03-27T15:27:11.387000+00:00
Original source

change the _ to emote
rektbyfaith
03-27-2022, 03:27 PM #43

Archived author: Foe • Posted: 2022-03-27T15:27:11.387000+00:00
Original source

change the _ to emote

rektbyfaith
Administrator
0
03-27-2022, 03:28 PM
#44
Archived author: Foe • Posted: 2022-03-27T15:28:08.862000+00:00
Original source

then in function Bigglesworth.Hello(event, player, object)

add a check that says

```if(event == EmoteId) then
-- place all the other code from Bigglesworth.Hello in here
end```
rektbyfaith
03-27-2022, 03:28 PM #44

Archived author: Foe • Posted: 2022-03-27T15:28:08.862000+00:00
Original source

then in function Bigglesworth.Hello(event, player, object)

add a check that says

```if(event == EmoteId) then
-- place all the other code from Bigglesworth.Hello in here
end```

rektbyfaith
Administrator
0
03-27-2022, 03:30 PM
#45
Archived author: Nelnamara • Posted: 2022-03-27T15:30:25.820000+00:00
Original source

Sweet. I will work on that. Wife just brought doughnuts so it's 1 notch lower on priority for the moment

Thanks!
rektbyfaith
03-27-2022, 03:30 PM #45

Archived author: Nelnamara • Posted: 2022-03-27T15:30:25.820000+00:00
Original source

Sweet. I will work on that. Wife just brought doughnuts so it's 1 notch lower on priority for the moment

Thanks!

rektbyfaith
Administrator
0
03-27-2022, 03:30 PM
#46
Archived author: Foe • Posted: 2022-03-27T15:30:43.032000+00:00
Original source

spoiled
rektbyfaith
03-27-2022, 03:30 PM #46

Archived author: Foe • Posted: 2022-03-27T15:30:43.032000+00:00
Original source

spoiled

rektbyfaith
Administrator
0
03-27-2022, 03:56 PM
#47
Archived author: Clotic • Posted: 2022-03-27T15:56:39.081000+00:00
Original source

Should make creatureid and emoteid local
rektbyfaith
03-27-2022, 03:56 PM #47

Archived author: Clotic • Posted: 2022-03-27T15:56:39.081000+00:00
Original source

Should make creatureid and emoteid local

rektbyfaith
Administrator
0
03-27-2022, 04:07 PM
#48
Archived author: Nelnamara • Posted: 2022-03-27T16:07:38.067000+00:00
Original source

done
rektbyfaith
03-27-2022, 04:07 PM #48

Archived author: Nelnamara • Posted: 2022-03-27T16:07:38.067000+00:00
Original source

done

rektbyfaith
Administrator
0
03-27-2022, 04:11 PM
#49
Archived author: Nelnamara • Posted: 2022-03-27T16:11:08.053000+00:00
Original source

I have tried this a couple different ways and I either get the generic greeting gossip window or now window at all depending on how I place the `if(event == EmoteId) then`

With this I get just the generic gossip windows, If I place the larger If statement inside the if(event emoteID I get animations but no gossip menu.

`function Bigglesworth.Hello(event, player, object)
local class = player:GetClass()
if (Bigglesworth.T["Menu"][class] and player:HasAchieved(946) == true and player:GetStandState() == 1) then

if(event == EmoteId) then
for i = 1, #Bigglesworth.T["Menu"][class] do
player:GossipMenuAddItem(0, Bigglesworth.T["Menu"][class][i][1], 0, Bigglesworth.T["Menu"][class][i][2])
player:CastSpell(self, 44942)
end
end
end
player:GossipSendMenu(1, object)
end`
rektbyfaith
03-27-2022, 04:11 PM #49

Archived author: Nelnamara • Posted: 2022-03-27T16:11:08.053000+00:00
Original source

I have tried this a couple different ways and I either get the generic greeting gossip window or now window at all depending on how I place the `if(event == EmoteId) then`

With this I get just the generic gossip windows, If I place the larger If statement inside the if(event emoteID I get animations but no gossip menu.

`function Bigglesworth.Hello(event, player, object)
local class = player:GetClass()
if (Bigglesworth.T["Menu"][class] and player:HasAchieved(946) == true and player:GetStandState() == 1) then

if(event == EmoteId) then
for i = 1, #Bigglesworth.T["Menu"][class] do
player:GossipMenuAddItem(0, Bigglesworth.T["Menu"][class][i][1], 0, Bigglesworth.T["Menu"][class][i][2])
player:CastSpell(self, 44942)
end
end
end
player:GossipSendMenu(1, object)
end`

rektbyfaith
Administrator
0
03-27-2022, 04:11 PM
#50
Archived author: Foe • Posted: 2022-03-27T16:11:45.823000+00:00
Original source

did you change the function call in the emote function as well
rektbyfaith
03-27-2022, 04:11 PM #50

Archived author: Foe • Posted: 2022-03-27T16:11:45.823000+00:00
Original source

did you change the function call in the emote function as well

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