[DiscordArchive] Hi all, i was thinking about creating an anothe...
[DiscordArchive] Hi all, i was thinking about creating an anothe...
Archived author: Needle • Posted: 2025-05-24T15:33:16.770000+00:00
Original source
Archived author: Needle • Posted: 2025-05-24T15:33:17.231000+00:00
Original source
Thread automatically created by Greencheezz in <#415944535718494208>
Archived author: Conastro • Posted: 2025-05-24T18:49:18.467000+00:00
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Hey, you're looking probably for creature script with it's AI and for that you need custom creature in DB. Even if it was possible (which I think it's not) it would be hard on core
Archived author: Greencheezz • Posted: 2025-05-24T19:18:23.892000+00:00
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hmmm, so its mostly not possible to use normal creature and just control its behavior with scripts?
Archived author: Greencheezz • Posted: 2025-05-24T19:18:56.855000+00:00
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i mean overwriting basic creature behavior
Archived author: Conastro • Posted: 2025-05-24T20:02:05.253000+00:00
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Well you can overwrite some AI already in game, but that would also overwrite every mob with this AI.
I mean there is possibility to add flag like
bool MyCreature = false;
if (creature->GetEntry()== 101)
MyCreature = true;
And then
If (MyCreature)
{
}
But that's really ugly solution
Archived author: Conastro • Posted: 2025-05-24T20:02:52.775000+00:00
Original source
It's much cleaner just adding a creature with script from core or even ScriptedAI
Archived author: Conastro • Posted: 2025-05-24T20:03:51.119000+00:00
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Is there a reason why you don't want to make addition in creature_template?
Archived author: Greencheezz • Posted: 2025-05-24T21:54:13.512000+00:00
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i wanted to save base combat behavior of npc but add ability to control movement and agro of this creature
Archived author: Greencheezz • Posted: 2025-05-24T21:54:57.668000+00:00
Original source
only force faction, aggro and make follow player without reseting npc after fight