Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] Where is the path defined? In the M2?

[DiscordArchive] Where is the path defined? In the M2?

[DiscordArchive] Where is the path defined? In the M2?

rektbyfaith
Administrator
0
09-03-2021, 05:04 PM
#1
Archived author: stoneharry • Posted: 2021-09-03T17:04:45.131000+00:00
Original source

Where is the path defined? In the M2?
rektbyfaith
09-03-2021, 05:04 PM #1

Archived author: stoneharry • Posted: 2021-09-03T17:04:45.131000+00:00
Original source

Where is the path defined? In the M2?

rektbyfaith
Administrator
0
09-03-2021, 05:05 PM
#2
Archived author: <o> • Posted: 2021-09-03T17:05:23.354000+00:00
Original source

TransportRotation.dbc and TransportAnimation.dbc
rektbyfaith
09-03-2021, 05:05 PM #2

Archived author: <o> • Posted: 2021-09-03T17:05:23.354000+00:00
Original source

TransportRotation.dbc and TransportAnimation.dbc

rektbyfaith
Administrator
0
09-03-2021, 05:06 PM
#3
Archived author: stoneharry • Posted: 2021-09-03T17:06:09.046000+00:00
Original source

Interesting, I'll have to check it out. I tried making a dungeon with a lot of custom transports, ships moving around and scripted events. Combat + jumping between actual transports breaks so much using TC though, constant client desyncs
rektbyfaith
09-03-2021, 05:06 PM #3

Archived author: stoneharry • Posted: 2021-09-03T17:06:09.046000+00:00
Original source

Interesting, I'll have to check it out. I tried making a dungeon with a lot of custom transports, ships moving around and scripted events. Combat + jumping between actual transports breaks so much using TC though, constant client desyncs

rektbyfaith
Administrator
0
09-03-2021, 05:10 PM
#4
Archived author: <o> • Posted: 2021-09-03T17:10:33.194000+00:00
Original source

i'm very sure elevator physics are all clientside, so I don't think they would desync. if you're not rotating them you **should** be able to use sequenceIDs to activate them, i've never done that though. Otherwise, scripting them can be an issue cause you can't really just spawn one in under a players feet, client has to get on it properly (falling on it) and from memory replacing a static model with one will likely break
rektbyfaith
09-03-2021, 05:10 PM #4

Archived author: <o> • Posted: 2021-09-03T17:10:33.194000+00:00
Original source

i'm very sure elevator physics are all clientside, so I don't think they would desync. if you're not rotating them you **should** be able to use sequenceIDs to activate them, i've never done that though. Otherwise, scripting them can be an issue cause you can't really just spawn one in under a players feet, client has to get on it properly (falling on it) and from memory replacing a static model with one will likely break

rektbyfaith
Administrator
0
09-03-2021, 05:14 PM
#5
Archived author: <o> • Posted: 2021-09-03T17:14:35.127000+00:00
Original source

the most wonky things you can do is rotate them upside down, unfortunately the camera and player character doesn't follow but if you jump, you do jump upside down
rektbyfaith
09-03-2021, 05:14 PM #5

Archived author: <o> • Posted: 2021-09-03T17:14:35.127000+00:00
Original source

the most wonky things you can do is rotate them upside down, unfortunately the camera and player character doesn't follow but if you jump, you do jump upside down

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