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[DiscordArchive] which issue is it ?

[DiscordArchive] which issue is it ?

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rektbyfaith
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10-19-2025, 05:44 PM
#11
Archived author: Carbine • Posted: 2025-10-19T17:44:14.546000+00:00
Original source

I did, it seems related with the handle delayed functionality of the spells that have a trajectory, the effect is being executed on launch instead of hit even tho the spell effect is `SPELL_EFFECT_TRIGGER_MISSILE`
rektbyfaith
10-19-2025, 05:44 PM #11

Archived author: Carbine • Posted: 2025-10-19T17:44:14.546000+00:00
Original source

I did, it seems related with the handle delayed functionality of the spells that have a trajectory, the effect is being executed on launch instead of hit even tho the spell effect is `SPELL_EFFECT_TRIGGER_MISSILE`

rektbyfaith
Administrator
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10-19-2025, 05:50 PM
#12
Archived author: Carbine • Posted: 2025-10-19T17:50:13.978000+00:00
Original source

this is the spell
[Image: image.png?ex=690c3715&is=690ae595&hm=972...a414647e3&]
rektbyfaith
10-19-2025, 05:50 PM #12

Archived author: Carbine • Posted: 2025-10-19T17:50:13.978000+00:00
Original source

this is the spell
[Image: image.png?ex=690c3715&is=690ae595&hm=972...a414647e3&]

rektbyfaith
Administrator
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10-19-2025, 05:57 PM
#13
Archived author: jackpoz • Posted: 2025-10-19T17:57:49.737000+00:00
Original source

did you debug void Spell::EffectTriggerMissileSpell() ?
rektbyfaith
10-19-2025, 05:57 PM #13

Archived author: jackpoz • Posted: 2025-10-19T17:57:49.737000+00:00
Original source

did you debug void Spell::EffectTriggerMissileSpell() ?

rektbyfaith
Administrator
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10-19-2025, 05:59 PM
#14
Archived author: Carbine • Posted: 2025-10-19T17:59:49.914000+00:00
Original source

yes, that function is immediately triggered on spell launch but it gets skipped because of ```c++
if (effectHandleMode != SPELL_EFFECT_HANDLE_HIT_TARGET
&& effectHandleMode != SPELL_EFFECT_HANDLE_HIT)
return;``` and then it gets called again on `handle_immediate()`
rektbyfaith
10-19-2025, 05:59 PM #14

Archived author: Carbine • Posted: 2025-10-19T17:59:49.914000+00:00
Original source

yes, that function is immediately triggered on spell launch but it gets skipped because of ```c++
if (effectHandleMode != SPELL_EFFECT_HANDLE_HIT_TARGET
&& effectHandleMode != SPELL_EFFECT_HANDLE_HIT)
return;``` and then it gets called again on `handle_immediate()`

rektbyfaith
Administrator
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10-19-2025, 06:00 PM
#15
Archived author: jackpoz • Posted: 2025-10-19T18:00:36.730000+00:00
Original source

and is it even called with those modes ?
rektbyfaith
10-19-2025, 06:00 PM #15

Archived author: jackpoz • Posted: 2025-10-19T18:00:36.730000+00:00
Original source

and is it even called with those modes ?

rektbyfaith
Administrator
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10-19-2025, 06:02 PM
#16
Archived author: Carbine • Posted: 2025-10-19T18:02:40.973000+00:00
Original source

yes, second call `handle_immediate()` and that time it works but since is immediately handle, the second missile is triggered almost in launch phase, creating the visual effect of 2 missiles in the air and none of them deal damage, since the first one is the visual and the trigger should be executed only on hit since is the spell that deals damage to gobjs and units
rektbyfaith
10-19-2025, 06:02 PM #16

Archived author: Carbine • Posted: 2025-10-19T18:02:40.973000+00:00
Original source

yes, second call `handle_immediate()` and that time it works but since is immediately handle, the second missile is triggered almost in launch phase, creating the visual effect of 2 missiles in the air and none of them deal damage, since the first one is the visual and the trigger should be executed only on hit since is the spell that deals damage to gobjs and units

rektbyfaith
Administrator
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10-19-2025, 06:03 PM
#17
Archived author: Tea • Posted: 2025-10-19T18:03:17.110000+00:00
Original source

switch your focus to Spell::CalculateDelayMomentForDst
rektbyfaith
10-19-2025, 06:03 PM #17

Archived author: Tea • Posted: 2025-10-19T18:03:17.110000+00:00
Original source

switch your focus to Spell::CalculateDelayMomentForDst

rektbyfaith
Administrator
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10-19-2025, 06:03 PM
#18
Archived author: Tea • Posted: 2025-10-19T18:03:33.804000+00:00
Original source

that would cause m_delayMoment to be 0 and hit immediately
rektbyfaith
10-19-2025, 06:03 PM #18

Archived author: Tea • Posted: 2025-10-19T18:03:33.804000+00:00
Original source

that would cause m_delayMoment to be 0 and hit immediately

rektbyfaith
Administrator
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10-19-2025, 06:06 PM
#19
Archived author: Carbine • Posted: 2025-10-19T18:06:37.259000+00:00
Original source

I did, `m_delayMoment` is not 0 instead around 1700, then `handle_delayed` gets called with the 2 missiles on the air
rektbyfaith
10-19-2025, 06:06 PM #19

Archived author: Carbine • Posted: 2025-10-19T18:06:37.259000+00:00
Original source

I did, `m_delayMoment` is not 0 instead around 1700, then `handle_delayed` gets called with the 2 missiles on the air

rektbyfaith
Administrator
0
10-19-2025, 06:07 PM
#20
Archived author: Tea • Posted: 2025-10-19T18:07:37.978000+00:00
Original source

in that case the spell should hit at that point
rektbyfaith
10-19-2025, 06:07 PM #20

Archived author: Tea • Posted: 2025-10-19T18:07:37.978000+00:00
Original source

in that case the spell should hit at that point

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