[DiscordArchive] Compatibility with all cores maybe?
[DiscordArchive] Compatibility with all cores maybe?
Archived author: Honey • Posted: 2022-05-31T18:41:44.180000+00:00
Original source
Compatibility with all cores maybe?
Archived author: Foe • Posted: 2022-05-31T18:45:33.649000+00:00
Original source
That was one reason for the design, yes
Archived author: Honey • Posted: 2022-05-31T20:45:05.475000+00:00
Original source
About that boss timer script: I wrote it to the point where it can check for bosses, but the dummy AI stops working as soon as players are 150m away from the dummy. With no way that i currently see to keep the dummy loaded, Every boss would need one placed on top of them. Which seems... messy at best.
Archived author: Foe • Posted: 2022-05-31T21:14:32.438000+00:00
Original source
you can flag it active
Archived author: Foe • Posted: 2022-05-31T21:15:31.265000+00:00
Original source
let me find the function I use for it
Archived author: Foe • Posted: 2022-05-31T21:16:39.432000+00:00
Original source
```C++
/**
* Sets the [WorldObject] to be active or not
*
* Loads the worldobject on the grid even though
* it may not be on a grid where a player is.
*
*
* @param bool active
*/
int SetActive(lua_State* L, WorldObject* obj)
{
bool active = Eluna::CHECKVAL<bool>(L, 2);
obj->setActive(active);
return 0;
}```
Archived author: Nyeriah • Posted: 2022-05-31T21:17:47.390000+00:00
Original source
active just activates and keeps the grid tile active however
Archived author: Nyeriah • Posted: 2022-05-31T21:18:00.813000+00:00
Original source
azerothcore never resets grids so to us it doesn't do much
Archived author: Foe • Posted: 2022-05-31T21:18:20.677000+00:00
Original source
That's what I use to keep the creature active at least ♂️ Never had it unload
Archived author: Foe • Posted: 2022-05-31T21:21:26.352000+00:00
Original source
The creature in my cases are up to a couple 1000 yards away without unloading for 40 or so min that the dungeon takes ♂️