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[DiscordArchive] So won’t fall through by doing that?

[DiscordArchive] So won’t fall through by doing that?

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rektbyfaith
Administrator
0
09-19-2023, 03:01 PM
#11
Archived author: stoneharry • Posted: 2023-09-19T15:01:19.873000+00:00
Original source

Emulators used to have load order issues with creatures vs gobjects, not sure if that's still a thing. If it is you can set it flying with stand animation
rektbyfaith
09-19-2023, 03:01 PM #11

Archived author: stoneharry • Posted: 2023-09-19T15:01:19.873000+00:00
Original source

Emulators used to have load order issues with creatures vs gobjects, not sure if that's still a thing. If it is you can set it flying with stand animation

rektbyfaith
Administrator
0
09-19-2023, 03:02 PM
#12
Archived author: cespar • Posted: 2023-09-19T15:02:33.876000+00:00
Original source

Do you by any chance know how to config the visual range on m2s etc as they tend to disappear Wien being on the other side of the garrison?
rektbyfaith
09-19-2023, 03:02 PM #12

Archived author: cespar • Posted: 2023-09-19T15:02:33.876000+00:00
Original source

Do you by any chance know how to config the visual range on m2s etc as they tend to disappear Wien being on the other side of the garrison?

rektbyfaith
Administrator
0
09-19-2023, 03:02 PM
#13
Archived author: stoneharry • Posted: 2023-09-19T15:02:53.165000+00:00
Original source

Can change visibility distance in creature template addon
rektbyfaith
09-19-2023, 03:02 PM #13

Archived author: stoneharry • Posted: 2023-09-19T15:02:53.165000+00:00
Original source

Can change visibility distance in creature template addon

rektbyfaith
Administrator
0
09-19-2023, 03:03 PM
#14
Archived author: cespar • Posted: 2023-09-19T15:03:10.814000+00:00
Original source

I meant for gameobjects
rektbyfaith
09-19-2023, 03:03 PM #14

Archived author: cespar • Posted: 2023-09-19T15:03:10.814000+00:00
Original source

I meant for gameobjects

rektbyfaith
Administrator
0
09-19-2023, 03:03 PM
#15
Archived author: robinsch • Posted: 2023-09-19T15:03:27.455000+00:00
Original source

It is hardcoded by gameobject type.
rektbyfaith
09-19-2023, 03:03 PM #15

Archived author: robinsch • Posted: 2023-09-19T15:03:27.455000+00:00
Original source

It is hardcoded by gameobject type.

rektbyfaith
Administrator
0
09-19-2023, 03:03 PM
#16
Archived author: cespar • Posted: 2023-09-19T15:03:36.422000+00:00
Original source

Alright
rektbyfaith
09-19-2023, 03:03 PM #16

Archived author: cespar • Posted: 2023-09-19T15:03:36.422000+00:00
Original source

Alright

rektbyfaith
Administrator
0
09-19-2023, 03:05 PM
#17
Archived author: robinsch • Posted: 2023-09-19T15:05:57.964000+00:00
Original source

Check IsLargeGameObject / IsInfiniteGameObject
rektbyfaith
09-19-2023, 03:05 PM #17

Archived author: robinsch • Posted: 2023-09-19T15:05:57.964000+00:00
Original source

Check IsLargeGameObject / IsInfiniteGameObject

rektbyfaith
Administrator
0
09-19-2023, 03:07 PM
#18
Archived author: cespar • Posted: 2023-09-19T15:07:05.189000+00:00
Original source

bool IsInfiniteGameObject() const
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: return door.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagStand.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_FLAGDROP: return flagDrop.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING: return true;
case GAMEOBJECT_TYPE_TRAPDOOR: return trapdoor.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_NEW_FLAG: return newflag.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_GARRISON_BUILDING: return true;
case GAMEOBJECT_TYPE_PHASEABLE_MO: return true;
case GAMEOBJECT_TYPE_SIEGEABLE_MO: return true;
case GAMEOBJECT_TYPE_CLIENT_MODEL: return newflag.InfiniteAOI != 0;
rektbyfaith
09-19-2023, 03:07 PM #18

Archived author: cespar • Posted: 2023-09-19T15:07:05.189000+00:00
Original source

bool IsInfiniteGameObject() const
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: return door.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagStand.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_FLAGDROP: return flagDrop.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING: return true;
case GAMEOBJECT_TYPE_TRAPDOOR: return trapdoor.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_NEW_FLAG: return newflag.InfiniteAOI != 0;
case GAMEOBJECT_TYPE_GARRISON_BUILDING: return true;
case GAMEOBJECT_TYPE_PHASEABLE_MO: return true;
case GAMEOBJECT_TYPE_SIEGEABLE_MO: return true;
case GAMEOBJECT_TYPE_CLIENT_MODEL: return newflag.InfiniteAOI != 0;

rektbyfaith
Administrator
0
09-19-2023, 03:07 PM
#19
Archived author: cespar • Posted: 2023-09-19T15:07:11.014000+00:00
Original source

i guess?
rektbyfaith
09-19-2023, 03:07 PM #19

Archived author: cespar • Posted: 2023-09-19T15:07:11.014000+00:00
Original source

i guess?

rektbyfaith
Administrator
0
09-19-2023, 03:07 PM
#20
Archived author: robinsch • Posted: 2023-09-19T15:07:31.982000+00:00
Original source

yup, data fields inside gameobject_template
rektbyfaith
09-19-2023, 03:07 PM #20

Archived author: robinsch • Posted: 2023-09-19T15:07:31.982000+00:00
Original source

yup, data fields inside gameobject_template

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