Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] as far as I could see in the cmangos implementation, they do indeed modify the mmaps_generator, and

[DiscordArchive] as far as I could see in the cmangos implementation, they do indeed modify the mmaps_generator, and

[DiscordArchive] as far as I could see in the cmangos implementation, they do indeed modify the mmaps_generator, and

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rektbyfaith
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01-07-2025, 06:18 PM
#11
Archived author: Piggymorph • Posted: 2025-01-07T18:18:00.724000+00:00
Original source

so even though TC may store the mapId for inside _transportMaps (analogous to cmangos saving the DisplayId for the model), TC doesn't (yet) extract the mmap for the transport
rektbyfaith
01-07-2025, 06:18 PM #11

Archived author: Piggymorph • Posted: 2025-01-07T18:18:00.724000+00:00
Original source

so even though TC may store the mapId for inside _transportMaps (analogous to cmangos saving the DisplayId for the model), TC doesn't (yet) extract the mmap for the transport

rektbyfaith
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01-07-2025, 06:18 PM
#12
Archived author: Northstrider • Posted: 2025-01-07T18:18:42.228000+00:00
Original source

well, we don't extract mmap data for gameobjects atm so ye, you would have to fix that too and link the according transports to the maps
rektbyfaith
01-07-2025, 06:18 PM #12

Archived author: Northstrider • Posted: 2025-01-07T18:18:42.228000+00:00
Original source

well, we don't extract mmap data for gameobjects atm so ye, you would have to fix that too and link the according transports to the maps

rektbyfaith
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01-07-2025, 06:19 PM
#13
Archived author: Piggymorph • Posted: 2025-01-07T18:19:52.365000+00:00
Original source

thanks for the clearer explanations, hopefully didn't bother too much
rektbyfaith
01-07-2025, 06:19 PM #13

Archived author: Piggymorph • Posted: 2025-01-07T18:19:52.365000+00:00
Original source

thanks for the clearer explanations, hopefully didn't bother too much

rektbyfaith
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01-07-2025, 06:32 PM
#14
Archived author: stoneharry • Posted: 2025-01-07T18:32:38.760000+00:00
Original source

And you've just solved 20 years of me wondering why those exist
rektbyfaith
01-07-2025, 06:32 PM #14

Archived author: stoneharry • Posted: 2025-01-07T18:32:38.760000+00:00
Original source

And you've just solved 20 years of me wondering why those exist

rektbyfaith
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01-07-2025, 06:37 PM
#15
Archived author: Northstrider • Posted: 2025-01-07T18:37:08.510000+00:00
Original source

https://tenor.com/view/mr-bean-gif-23140...f-23140940
rektbyfaith
01-07-2025, 06:37 PM #15

Archived author: Northstrider • Posted: 2025-01-07T18:37:08.510000+00:00
Original source

https://tenor.com/view/mr-bean-gif-23140...f-23140940

rektbyfaith
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01-07-2025, 06:51 PM
#16
Archived author: caweren • Posted: 2025-01-07T18:51:56.971000+00:00
Original source

I'm trying to make a "global loot table with personal loot". I've tried to hardcode some stuff into the core at specific points, but it always ends up in 1 of 3 states: Not dropping, dropping with group loot roles, or dropping at doesn't get added to the bags when looted.

I have tried for force it in `Loot::FillQuestLoot(Player*)` since i guess that would be the closest to personal loot in 335. It shows on the droptable ingame, but everyone can see it, and when looted it doesn't go into the bag.

I'm currently using this:

```cpp
uint32 itemID = 200005;
LootItem* l = new LootItem;
l->itemid = itemID;
l->AddAllowedLooter(player);
items.push_back(*l); // or quest_items.push_back
```

Any help is greatly appreciated
rektbyfaith
01-07-2025, 06:51 PM #16

Archived author: caweren • Posted: 2025-01-07T18:51:56.971000+00:00
Original source

I'm trying to make a "global loot table with personal loot". I've tried to hardcode some stuff into the core at specific points, but it always ends up in 1 of 3 states: Not dropping, dropping with group loot roles, or dropping at doesn't get added to the bags when looted.

I have tried for force it in `Loot::FillQuestLoot(Player*)` since i guess that would be the closest to personal loot in 335. It shows on the droptable ingame, but everyone can see it, and when looted it doesn't go into the bag.

I'm currently using this:

```cpp
uint32 itemID = 200005;
LootItem* l = new LootItem;
l->itemid = itemID;
l->AddAllowedLooter(player);
items.push_back(*l); // or quest_items.push_back
```

Any help is greatly appreciated

rektbyfaith
Administrator
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01-07-2025, 06:52 PM
#17
Archived author: Tea • Posted: 2025-01-07T18:52:44.581000+00:00
Original source

your item count is 0
rektbyfaith
01-07-2025, 06:52 PM #17

Archived author: Tea • Posted: 2025-01-07T18:52:44.581000+00:00
Original source

your item count is 0

rektbyfaith
Administrator
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01-07-2025, 06:55 PM
#18
Archived author: caweren • Posted: 2025-01-07T18:55:10.839000+00:00
Original source

testing, 1 sec
rektbyfaith
01-07-2025, 06:55 PM #18

Archived author: caweren • Posted: 2025-01-07T18:55:10.839000+00:00
Original source

testing, 1 sec

rektbyfaith
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01-07-2025, 07:14 PM
#19
Archived author: caweren • Posted: 2025-01-07T19:14:38.989000+00:00
Original source

It kinda works. The loot gets added to my bags, and they bypass group loot roles. However, when killing a mob with a party member, they can see 1 item while i can see 2. I can loot both, they can only loot 1 item.
If they empty their loot table, my loot table gets wiped every second kill (i guess this is a hint?)
rektbyfaith
01-07-2025, 07:14 PM #19

Archived author: caweren • Posted: 2025-01-07T19:14:38.989000+00:00
Original source

It kinda works. The loot gets added to my bags, and they bypass group loot roles. However, when killing a mob with a party member, they can see 1 item while i can see 2. I can loot both, they can only loot 1 item.
If they empty their loot table, my loot table gets wiped every second kill (i guess this is a hint?)

rektbyfaith
Administrator
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01-07-2025, 07:32 PM
#20
Archived author: caweren • Posted: 2025-01-07T19:32:09.395000+00:00
Original source

Got it working! For some reason i was stupid and set l->isLocked to true..... Thanks Shauren
rektbyfaith
01-07-2025, 07:32 PM #20

Archived author: caweren • Posted: 2025-01-07T19:32:09.395000+00:00
Original source

Got it working! For some reason i was stupid and set l->isLocked to true..... Thanks Shauren

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