Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it

[DiscordArchive] So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it

[DiscordArchive] So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it

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rektbyfaith
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10-11-2025, 06:53 PM
#1
Archived author: Snowcraft • Posted: 2025-10-11T18:53:03.800000+00:00
Original source

So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it comes to the "Only have them visible in GM mode" thing, as of the three I've got here, one is invisible, and the other two visible, regardless of GM mode is enabled or not. What specifically triggers that visible or not thing?
[Image: image.png?ex=690c45cf&is=690af44f&hm=f73...be2cec553&]
rektbyfaith
10-11-2025, 06:53 PM #1

Archived author: Snowcraft • Posted: 2025-10-11T18:53:03.800000+00:00
Original source

So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it comes to the "Only have them visible in GM mode" thing, as of the three I've got here, one is invisible, and the other two visible, regardless of GM mode is enabled or not. What specifically triggers that visible or not thing?
[Image: image.png?ex=690c45cf&is=690af44f&hm=f73...be2cec553&]

rektbyfaith
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10-11-2025, 06:55 PM
#2
Archived author: Snowcraft • Posted: 2025-10-11T18:55:55.612000+00:00
Original source

The three bunnies are being used as spawn points for summoned mobs in a scripted event here.
rektbyfaith
10-11-2025, 06:55 PM #2

Archived author: Snowcraft • Posted: 2025-10-11T18:55:55.612000+00:00
Original source

The three bunnies are being used as spawn points for summoned mobs in a scripted event here.

rektbyfaith
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10-11-2025, 06:59 PM
#3
Archived author: Jerry • Posted: 2025-10-11T18:59:08.551000+00:00
Original source

CREATURE_FLAG_EXTRA_TRIGGER set in creature_template
rektbyfaith
10-11-2025, 06:59 PM #3

Archived author: Jerry • Posted: 2025-10-11T18:59:08.551000+00:00
Original source

CREATURE_FLAG_EXTRA_TRIGGER set in creature_template

rektbyfaith
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10-11-2025, 06:59 PM
#4
Archived author: SpikeZ • Posted: 2025-10-11T18:59:42.036000+00:00
Original source

flags_extra = 128
rektbyfaith
10-11-2025, 06:59 PM #4

Archived author: SpikeZ • Posted: 2025-10-11T18:59:42.036000+00:00
Original source

flags_extra = 128

rektbyfaith
Administrator
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10-11-2025, 07:00 PM
#5
Archived author: Snowcraft • Posted: 2025-10-11T19:00:15.649000+00:00
Original source

Danke.
rektbyfaith
10-11-2025, 07:00 PM #5

Archived author: Snowcraft • Posted: 2025-10-11T19:00:15.649000+00:00
Original source

Danke.

rektbyfaith
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10-11-2025, 07:02 PM
#6
Archived author: Snowcraft • Posted: 2025-10-11T19:02:39.043000+00:00
Original source

That worked perfectly, thank you.
rektbyfaith
10-11-2025, 07:02 PM #6

Archived author: Snowcraft • Posted: 2025-10-11T19:02:39.043000+00:00
Original source

That worked perfectly, thank you.

rektbyfaith
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10-11-2025, 07:04 PM
#7
Archived author: Snowcraft • Posted: 2025-10-11T19:04:25.496000+00:00
Original source

These three bunnies will end up acting as spawn points for three waves of spawns for a scripted sequence. The player must then keep the NPC who offers the quest alive for a set amount of time - killing the assailing mobs isn't neccesary, only staying alive and keeping him alive is. Once the timer runs it's course, he will promptly smash each of the summons alive with a high-damage spell to one-shot them all.
rektbyfaith
10-11-2025, 07:04 PM #7

Archived author: Snowcraft • Posted: 2025-10-11T19:04:25.496000+00:00
Original source

These three bunnies will end up acting as spawn points for three waves of spawns for a scripted sequence. The player must then keep the NPC who offers the quest alive for a set amount of time - killing the assailing mobs isn't neccesary, only staying alive and keeping him alive is. Once the timer runs it's course, he will promptly smash each of the summons alive with a high-damage spell to one-shot them all.

rektbyfaith
Administrator
0
10-11-2025, 07:20 PM
#8
Archived author: Snowcraft • Posted: 2025-10-11T19:20:37.485000+00:00
Original source

Mhm... Well it didn't quite work out. But the summon part is mostly working.
[Image: image.png?ex=690c4c45&is=690afac5&hm=acd...3d38f10d4&]
rektbyfaith
10-11-2025, 07:20 PM #8

Archived author: Snowcraft • Posted: 2025-10-11T19:20:37.485000+00:00
Original source

Mhm... Well it didn't quite work out. But the summon part is mostly working.
[Image: image.png?ex=690c4c45&is=690afac5&hm=acd...3d38f10d4&]

rektbyfaith
Administrator
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10-11-2025, 07:22 PM
#9
Archived author: Snowcraft • Posted: 2025-10-11T19:22:40.446000+00:00
Original source

I got three issues I think I need to figure out - making the summons immediately try to attack the Magister, having him actually nuke them all when he finishes the spell, and then have him stop casting when things are over.
rektbyfaith
10-11-2025, 07:22 PM #9

Archived author: Snowcraft • Posted: 2025-10-11T19:22:40.446000+00:00
Original source

I got three issues I think I need to figure out - making the summons immediately try to attack the Magister, having him actually nuke them all when he finishes the spell, and then have him stop casting when things are over.

rektbyfaith
Administrator
0
10-11-2025, 07:22 PM
#10
Archived author: Snowcraft • Posted: 2025-10-11T19:22:53.484000+00:00
Original source

Hopefully those won't be too hard.
rektbyfaith
10-11-2025, 07:22 PM #10

Archived author: Snowcraft • Posted: 2025-10-11T19:22:53.484000+00:00
Original source

Hopefully those won't be too hard.

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