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[DiscordArchive] Is there any way to set someone’s respawn based on their reputation?

[DiscordArchive] Is there any way to set someone’s respawn based on their reputation?

rektbyfaith
Administrator
0
09-19-2021, 05:11 PM
#1
Archived author: Vlad • Posted: 2021-09-19T17:11:02.916000+00:00
Original source

Is there any way to set someone’s respawn based on their reputation?
rektbyfaith
09-19-2021, 05:11 PM #1

Archived author: Vlad • Posted: 2021-09-19T17:11:02.916000+00:00
Original source

Is there any way to set someone’s respawn based on their reputation?

rektbyfaith
Administrator
0
09-19-2021, 05:15 PM
#2
Archived author: <o> • Posted: 2021-09-19T17:15:29.471000+00:00
Original source

~~All the logic is in `Player::RepopAtGraveyard`, if you still want to use WorldSafeLocs you can just override the previous `ClosestGrave` variable with your own logic before this section:~~

```
// if no grave found, stay at the current location
// and don't show spirit healer location
if (ClosestGrave)
```

~~or just rewrite the whole function~~
rektbyfaith
09-19-2021, 05:15 PM #2

Archived author: <o> • Posted: 2021-09-19T17:15:29.471000+00:00
Original source

~~All the logic is in `Player::RepopAtGraveyard`, if you still want to use WorldSafeLocs you can just override the previous `ClosestGrave` variable with your own logic before this section:~~

```
// if no grave found, stay at the current location
// and don't show spirit healer location
if (ClosestGrave)
```

~~or just rewrite the whole function~~

rektbyfaith
Administrator
0
09-19-2021, 05:16 PM
#3
Archived author: <o> • Posted: 2021-09-19T17:16:16.955000+00:00
Original source

alternatively, do it in `ObjectMgr::GetClosestGraveyard` <-- do this instead to get correct grave generation
rektbyfaith
09-19-2021, 05:16 PM #3

Archived author: <o> • Posted: 2021-09-19T17:16:16.955000+00:00
Original source

alternatively, do it in `ObjectMgr::GetClosestGraveyard` <-- do this instead to get correct grave generation

rektbyfaith
Administrator
0
09-19-2021, 05:16 PM
#4
Archived author: <o> • Posted: 2021-09-19T17:16:54.199000+00:00
Original source

actually, doing it there is likely preferable because it's called from a few more places, mostly debug stuff and bgs though it seems
rektbyfaith
09-19-2021, 05:16 PM #4

Archived author: <o> • Posted: 2021-09-19T17:16:54.199000+00:00
Original source

actually, doing it there is likely preferable because it's called from a few more places, mostly debug stuff and bgs though it seems

rektbyfaith
Administrator
0
09-19-2021, 05:20 PM
#5
Archived author: Vlad • Posted: 2021-09-19T17:20:40.772000+00:00
Original source

I’ll try that when I get home, thanks

At the moment all players respawn at the main village
rektbyfaith
09-19-2021, 05:20 PM #5

Archived author: Vlad • Posted: 2021-09-19T17:20:40.772000+00:00
Original source

I’ll try that when I get home, thanks

At the moment all players respawn at the main village

rektbyfaith
Administrator
0
09-19-2021, 05:20 PM
#6
Archived author: Vlad • Posted: 2021-09-19T17:20:57.498000+00:00
Original source

I want to make it so people who are criminals respawn in their own area
rektbyfaith
09-19-2021, 05:20 PM #6

Archived author: Vlad • Posted: 2021-09-19T17:20:57.498000+00:00
Original source

I want to make it so people who are criminals respawn in their own area

rektbyfaith
Administrator
0
09-19-2021, 05:23 PM
#7
Archived author: <o> • Posted: 2021-09-19T17:23:31.650000+00:00
Original source

should be fairly simple. I realized the GetClosestGraveyard doesn't take a player object, and as it's called from a few different places the easiest might be to just modify the logic in both `Player::RepopAtGraveyard` and `WorldSession::SendSpiritResurrect` to get that working in normal maps, or do it properly and let `ObjectMgr::GetClosestGraveyard` also take a player argument.
rektbyfaith
09-19-2021, 05:23 PM #7

Archived author: <o> • Posted: 2021-09-19T17:23:31.650000+00:00
Original source

should be fairly simple. I realized the GetClosestGraveyard doesn't take a player object, and as it's called from a few different places the easiest might be to just modify the logic in both `Player::RepopAtGraveyard` and `WorldSession::SendSpiritResurrect` to get that working in normal maps, or do it properly and let `ObjectMgr::GetClosestGraveyard` also take a player argument.

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