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[DiscordArchive] Is your database up to date?

[DiscordArchive] Is your database up to date?

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rektbyfaith
Administrator
0
03-05-2024, 05:37 PM
#1
Archived author: ReynoldsCahoon • Posted: 2024-03-05T17:37:17.480000+00:00
Original source

Is your database up to date?
rektbyfaith
03-05-2024, 05:37 PM #1

Archived author: ReynoldsCahoon • Posted: 2024-03-05T17:37:17.480000+00:00
Original source

Is your database up to date?

rektbyfaith
Administrator
0
03-05-2024, 05:44 PM
#2
Archived author: Maezura • Posted: 2024-03-05T17:44:03.430000+00:00
Original source

Hello!

Im trying to play a bfa animation on my humanmale and i struggle hard so i come here for help
Here's what I tried after several hours (I'm only putting what was progress, the rest was far from it):

- I've already added the animid (1240) in emote on emote.dbc so that imported models that already have the animations can play them.

- I noticed that the animid/behaviourid i want (1240) already exists in animationdata.dbc which means that the game has already incorporated it (version 735 but it doesn't matter, I compare with wotlk and I always get my way).

- I tried to modify the m2 humanmale_hd with 010editor on the struct sAnimations_animations side (either by completely renaming an animation I wasn't using or/and by changing the id in animation_lookup).

- I tried putting the new behaviorid in place of the one I wanted to replace in animationdata.dbc (so 1240 instead of 476)

After all that, nothing has changed, the human model remains static but with froze arms when I play the animation, so how can I make the m2 humanmale_hd understand to use behaviorid/animation 1240?

I read in this channel that we can do this, just use bfa animations with a model by replacing a unused animation so how can i? Especially if the anim already exist in the game but not on the model.
rektbyfaith
03-05-2024, 05:44 PM #2

Archived author: Maezura • Posted: 2024-03-05T17:44:03.430000+00:00
Original source

Hello!

Im trying to play a bfa animation on my humanmale and i struggle hard so i come here for help
Here's what I tried after several hours (I'm only putting what was progress, the rest was far from it):

- I've already added the animid (1240) in emote on emote.dbc so that imported models that already have the animations can play them.

- I noticed that the animid/behaviourid i want (1240) already exists in animationdata.dbc which means that the game has already incorporated it (version 735 but it doesn't matter, I compare with wotlk and I always get my way).

- I tried to modify the m2 humanmale_hd with 010editor on the struct sAnimations_animations side (either by completely renaming an animation I wasn't using or/and by changing the id in animation_lookup).

- I tried putting the new behaviorid in place of the one I wanted to replace in animationdata.dbc (so 1240 instead of 476)

After all that, nothing has changed, the human model remains static but with froze arms when I play the animation, so how can I make the m2 humanmale_hd understand to use behaviorid/animation 1240?

I read in this channel that we can do this, just use bfa animations with a model by replacing a unused animation so how can i? Especially if the anim already exist in the game but not on the model.

rektbyfaith
Administrator
0
03-05-2024, 05:52 PM
#3
Archived author: Titi • Posted: 2024-03-05T17:52:00.557000+00:00
Original source

Evading/reset is timer based, only world bosses have a hard distance cap (leash)
rektbyfaith
03-05-2024, 05:52 PM #3

Archived author: Titi • Posted: 2024-03-05T17:52:00.557000+00:00
Original source

Evading/reset is timer based, only world bosses have a hard distance cap (leash)

rektbyfaith
Administrator
0
03-05-2024, 05:54 PM
#4
Archived author: Jyria • Posted: 2024-03-05T17:54:16.377000+00:00
Original source

Think it also behaved differently on TC/AC. TC was pure distance while in AC u keep resseting the timer/leash even with reflect damage while running away prom pesonal observation
rektbyfaith
03-05-2024, 05:54 PM #4

Archived author: Jyria • Posted: 2024-03-05T17:54:16.377000+00:00
Original source

Think it also behaved differently on TC/AC. TC was pure distance while in AC u keep resseting the timer/leash even with reflect damage while running away prom pesonal observation

rektbyfaith
Administrator
0
03-05-2024, 05:55 PM
#5
Archived author: Goatrek • Posted: 2024-03-05T17:55:19.234000+00:00
Original source

No unfortunately not, I installed it 6-7 months ago and my first attempt at updating trinitycore a few weeks ago failed because I have some custom code snippets but rather than giving me an option to overwrite my code or just push any changes onto my code it wouldnt even allow me to update. And I couldnt figure out how to compare my code with the vanilla code to make them match. I will have to fix that some day when I can muster the energy for that.

So for now, I'm just trying to emulate already working quests. Thats why Im looking at the lazy peon quest as an example. It obviously works so I should be able to reproduce it.
rektbyfaith
03-05-2024, 05:55 PM #5

Archived author: Goatrek • Posted: 2024-03-05T17:55:19.234000+00:00
Original source

No unfortunately not, I installed it 6-7 months ago and my first attempt at updating trinitycore a few weeks ago failed because I have some custom code snippets but rather than giving me an option to overwrite my code or just push any changes onto my code it wouldnt even allow me to update. And I couldnt figure out how to compare my code with the vanilla code to make them match. I will have to fix that some day when I can muster the energy for that.

So for now, I'm just trying to emulate already working quests. Thats why Im looking at the lazy peon quest as an example. It obviously works so I should be able to reproduce it.

rektbyfaith
Administrator
0
03-05-2024, 05:55 PM
#6
Archived author: ReynoldsCahoon • Posted: 2024-03-05T17:55:59.901000+00:00
Original source

Just compile a fresh core and diff your changes.
rektbyfaith
03-05-2024, 05:55 PM #6

Archived author: ReynoldsCahoon • Posted: 2024-03-05T17:55:59.901000+00:00
Original source

Just compile a fresh core and diff your changes.

rektbyfaith
Administrator
0
03-05-2024, 05:56 PM
#7
Archived author: Jyria • Posted: 2024-03-05T17:56:55.230000+00:00
Original source

Can also go the super lazy route of stashing changes before pulling git and re-applying the stash after
rektbyfaith
03-05-2024, 05:56 PM #7

Archived author: Jyria • Posted: 2024-03-05T17:56:55.230000+00:00
Original source

Can also go the super lazy route of stashing changes before pulling git and re-applying the stash after

rektbyfaith
Administrator
0
03-05-2024, 06:00 PM
#8
Archived author: Goatrek • Posted: 2024-03-05T18:00:23.959000+00:00
Original source

Ok thanks with that part. I will try to deal with it when I can muster the energy. If anyone know the answer to my OG question, Id love help with that as well. Thanks in advance.
rektbyfaith
03-05-2024, 06:00 PM #8

Archived author: Goatrek • Posted: 2024-03-05T18:00:23.959000+00:00
Original source

Ok thanks with that part. I will try to deal with it when I can muster the energy. If anyone know the answer to my OG question, Id love help with that as well. Thanks in advance.

rektbyfaith
Administrator
0
03-05-2024, 06:00 PM
#9
Archived author: Titi • Posted: 2024-03-05T18:00:43.637000+00:00
Original source

they slowly improved over time but both don't implement those gameplay mechanics very well
rektbyfaith
03-05-2024, 06:00 PM #9

Archived author: Titi • Posted: 2024-03-05T18:00:43.637000+00:00
Original source

they slowly improved over time but both don't implement those gameplay mechanics very well

rektbyfaith
Administrator
0
03-05-2024, 06:01 PM
#10
Archived author: Keynets • Posted: 2024-03-05T18:01:15.110000+00:00
Original source

Yeah that is definitely the case, i had one follow me backwards while in combat and I couldve gone the whole map. How would i change this, add a hard cap for every creature? Luckily for me I'm going to have the same cap for each creature
rektbyfaith
03-05-2024, 06:01 PM #10

Archived author: Keynets • Posted: 2024-03-05T18:01:15.110000+00:00
Original source

Yeah that is definitely the case, i had one follow me backwards while in combat and I couldve gone the whole map. How would i change this, add a hard cap for every creature? Luckily for me I'm going to have the same cap for each creature

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