Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] I want to make a gameobject for a quest which spawns an enemy to attack you once you interact with i

[DiscordArchive] I want to make a gameobject for a quest which spawns an enemy to attack you once you interact with i

[DiscordArchive] I want to make a gameobject for a quest which spawns an enemy to attack you once you interact with i

rektbyfaith
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09-06-2021, 11:46 PM
#1
Archived author: aweirddude • Posted: 2021-09-06T23:46:42.017000+00:00
Original source

I want to make a gameobject for a quest which spawns an enemy to attack you once you interact with it. Presumably you'd have to make a spell and set the gobject to a trap with the spell as a trigger, but is there a cleaner way to do it?
rektbyfaith
09-06-2021, 11:46 PM #1

Archived author: aweirddude • Posted: 2021-09-06T23:46:42.017000+00:00
Original source

I want to make a gameobject for a quest which spawns an enemy to attack you once you interact with it. Presumably you'd have to make a spell and set the gobject to a trap with the spell as a trigger, but is there a cleaner way to do it?

rektbyfaith
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09-07-2021, 12:11 AM
#2
Archived author: aweirddude • Posted: 2021-09-07T00:11:51.725000+00:00
Original source

A second question while I'm at it, if I want to make a multi-creature event (for example upon quest turn in, two to three NPCs talk among eachother) would a timed action list or smart script be enough? Or is there another system for that kind of thing?
rektbyfaith
09-07-2021, 12:11 AM #2

Archived author: aweirddude • Posted: 2021-09-07T00:11:51.725000+00:00
Original source

A second question while I'm at it, if I want to make a multi-creature event (for example upon quest turn in, two to three NPCs talk among eachother) would a timed action list or smart script be enough? Or is there another system for that kind of thing?

rektbyfaith
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09-07-2021, 12:27 AM
#3
Archived author: Demonic • Posted: 2021-09-07T00:27:39.403000+00:00
Original source

<@!258668126055563264> Regarding the GO - that is possible through Smart Scripts, no spells required. Simply tie the Smart sript to a correct GO type and use smart_event 64 - GO has to be type 10 - goober.

Multi-creature event - so far, I was unable to find any way to do it except one, which uses regular game events from "game_event" entry as activators. Everything else I tested affects only the NPC you actively interact with, so you can get the NPC talk after you turn in a quest, but you can't make other NPCs talk. All the activators I tested (except the GAME_EVENT ones) only responded if they were directly linked to the GO or NPC I interact with, even the TIMED_EVENT ones only work within one creature / GO. In theory, you should be able to use "SMART_EVENT_TEXT_OVER" - there is a direct link to any NPC in documentation, in reality it doesn't work and I even found it as a reported bug for TC.
rektbyfaith
09-07-2021, 12:27 AM #3

Archived author: Demonic • Posted: 2021-09-07T00:27:39.403000+00:00
Original source

<@!258668126055563264> Regarding the GO - that is possible through Smart Scripts, no spells required. Simply tie the Smart sript to a correct GO type and use smart_event 64 - GO has to be type 10 - goober.

Multi-creature event - so far, I was unable to find any way to do it except one, which uses regular game events from "game_event" entry as activators. Everything else I tested affects only the NPC you actively interact with, so you can get the NPC talk after you turn in a quest, but you can't make other NPCs talk. All the activators I tested (except the GAME_EVENT ones) only responded if they were directly linked to the GO or NPC I interact with, even the TIMED_EVENT ones only work within one creature / GO. In theory, you should be able to use "SMART_EVENT_TEXT_OVER" - there is a direct link to any NPC in documentation, in reality it doesn't work and I even found it as a reported bug for TC.

rektbyfaith
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09-07-2021, 12:30 AM
#4
Archived author: Demonic • Posted: 2021-09-07T00:30:32.721000+00:00
Original source

So, you would turn in the quest, which would activate some "dummy" game event. This event would in turn activate scripts for the rest of the NPCs and then you'd just have to time it right. As far as I know, there is no way to build SAI in a way the NPC would truly react to each other, at least outside of combat. There are some events which do allow that, but those are strictly for combat purposes - generaly any SMART_EVENT_FRIENDLY_XXXXXX.
rektbyfaith
09-07-2021, 12:30 AM #4

Archived author: Demonic • Posted: 2021-09-07T00:30:32.721000+00:00
Original source

So, you would turn in the quest, which would activate some "dummy" game event. This event would in turn activate scripts for the rest of the NPCs and then you'd just have to time it right. As far as I know, there is no way to build SAI in a way the NPC would truly react to each other, at least outside of combat. There are some events which do allow that, but those are strictly for combat purposes - generaly any SMART_EVENT_FRIENDLY_XXXXXX.

rektbyfaith
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09-07-2021, 12:32 AM
#5
Archived author: Demonic • Posted: 2021-09-07T00:32:14.546000+00:00
Original source

If there is some way to activate more than one SAI / NPC out of combat with other SMART_EVENT trigger than SMART_EVENT_GAME_EVENT_START or SMART_EVENT_GAME_EVENT_END I would love to know about it, but so far, I wasn't able to find anything.
rektbyfaith
09-07-2021, 12:32 AM #5

Archived author: Demonic • Posted: 2021-09-07T00:32:14.546000+00:00
Original source

If there is some way to activate more than one SAI / NPC out of combat with other SMART_EVENT trigger than SMART_EVENT_GAME_EVENT_START or SMART_EVENT_GAME_EVENT_END I would love to know about it, but so far, I wasn't able to find anything.

rektbyfaith
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09-07-2021, 12:36 AM
#6
Archived author: aweirddude • Posted: 2021-09-07T00:36:39.984000+00:00
Original source

Amazing, thank you so much
rektbyfaith
09-07-2021, 12:36 AM #6

Archived author: aweirddude • Posted: 2021-09-07T00:36:39.984000+00:00
Original source

Amazing, thank you so much

rektbyfaith
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09-07-2021, 12:39 AM
#7
Archived author: Demonic • Posted: 2021-09-07T00:39:02.080000+00:00
Original source

Correction - proximity triggers can activate more NPCs at once, ( SMART_EVENT_DISTANCE_CREATURE - SMART_EVENT_DISTANCE_GAMEOBJECT - SMART_EVENT_OOC_LOS) but I'm not sure that's what you're looking for.
rektbyfaith
09-07-2021, 12:39 AM #7

Archived author: Demonic • Posted: 2021-09-07T00:39:02.080000+00:00
Original source

Correction - proximity triggers can activate more NPCs at once, ( SMART_EVENT_DISTANCE_CREATURE - SMART_EVENT_DISTANCE_GAMEOBJECT - SMART_EVENT_OOC_LOS) but I'm not sure that's what you're looking for.

rektbyfaith
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09-07-2021, 12:42 AM
#8
Archived author: Demonic • Posted: 2021-09-07T00:42:20.955000+00:00
Original source

<@!258668126055563264> No prob. mate. Just send a message my way in case you DO find another way to do it, using game_event as a trigger for SAI is clumsy and deffinitely not optimal and I would like to not have to do it,
rektbyfaith
09-07-2021, 12:42 AM #8

Archived author: Demonic • Posted: 2021-09-07T00:42:20.955000+00:00
Original source

<@!258668126055563264> No prob. mate. Just send a message my way in case you DO find another way to do it, using game_event as a trigger for SAI is clumsy and deffinitely not optimal and I would like to not have to do it,

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