[DiscordArchive] I don't think vehicles are effected by knockback abilities by default right?
[DiscordArchive] I don't think vehicles are effected by knockback abilities by default right?
Archived author: stoneharry • Posted: 2025-07-30T11:54:27.498000+00:00
Original source
I don't think vehicles are effected by knockback abilities by default right?
Archived author: Crane • Posted: 2025-07-30T11:58:34.189000+00:00
Original source
The problem with this game is that it's also used by other NPCs and works even when the NPC isn't in a vehicle, but it's also used for the quest "Into the Pit."
Here, the player has an action bar with exactly this spell, and it's supposed to trigger the knockback: https://www.youtube.com/watch?v=BIKdu9PS4p0
[Embed: Into the Pit Quest Playthrough - Storm Peaks]
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Into the Pit Quest Playthrough - Storm Peaks
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https://www.youtube.com/watch?v=BIKdu9PS4p0
Archived author: stoneharry • Posted: 2025-07-30T12:02:17.161000+00:00
Original source
It probably needs a custom attribute or spell script to allow the knockback to effect vehicles. I'm on my phone so can't check the source code.
If you wanted to debug it, check spelleffects.cpp. This defines the Impl for each effect type. If you check knockback, you should be able to follow it through and see where it validates targets
Archived author: Crane • Posted: 2025-07-30T12:03:36.881000+00:00
Original source
I've already tried it with a spell script in different variations, and I've also patched the dbc directly and changed the spell without success.
Archived author: stoneharry • Posted: 2025-07-30T12:04:23.344000+00:00
Original source
Try looking at the source code I mentioned
Archived author: Crane • Posted: 2025-07-30T12:07:59.440000+00:00
Original source
``` &Spell::EffectKnockBack, // 98 SPELL_EFFECT_KNOCK_BACK ```
```void Spell::EffectKnockBack()
{
if (effectHandleMode != SPELL_EFFECT_HANDLE_HIT_TARGET)
return;
if (!unitTarget)
return;
if (m_caster->GetAffectingPlayer())
if (Creature* creatureTarget = unitTarget->ToCreature())
if (creatureTarget->isWorldBoss() || creatureTarget->IsDungeonBoss())
return;
// Spells with SPELL_EFFECT_KNOCK_BACK (like Thunderstorm) can't knockback target if target has ROOT
if (unitTarget->HasUnitState(UNIT_STATE_ROOT))
return;
float ratio = 0.1f;
float speedxy = float(effectInfo->MiscValue) * ratio;
float speedz = float(damage) * ratio;
if (speedxy < 0.01f && speedz < 0.01f)
return;
float x, y;
if (effectInfo->Effect == SPELL_EFFECT_KNOCK_BACK_DEST)
{
if (m_targets.HasDst())
destTarget->GetPosition(x, y);
else
return;
}
else //if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_KNOCK_BACK)
m_caster->GetPosition(x, y);
unitTarget->KnockbackFrom(x, y, speedxy, speedz);
}```
I can't find anything more about the effect
Archived author: Crane • Posted: 2025-07-30T12:09:53.431000+00:00
Original source
And in EFFECT_0 it has TARGET_UNIT_TARGET_ENEMY
Archived author: stoneharry • Posted: 2025-07-30T12:10:52.254000+00:00
Original source
Is it a world boss or dungeon boss? I doubt it
Does the vehicle have unit state root? Maybe, check npc info command output
Archived author: stoneharry • Posted: 2025-07-30T12:11:19.848000+00:00
Original source
You might also need to check inside knockback from impl
Archived author: Crane • Posted: 2025-07-30T12:12:06.854000+00:00
Original source
No, it's not a dungeon or world boss, and the NPC isn't rooted either, because he follows me and attacks me. I've already checked all of that.