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  • Investigate and Implement Full Handling of Transports & NPCs on them

    • Status: In Progress
      Main Category: Core / Mangos Daemon
      Sub-Category: Transports / Flight Paths
      Version: 22.1 Milestone: 21 Priority: Normal
      Implemented Version: Unset
      Assigned: H0zen

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    Cool, I'll start looking into this tomorrow :D

    Other posts related to this issue:



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    Note also that [B]the full[/B] transport implementation considering them as maps (9 maps in One) may be related to the dynamic grid problem. In my understanding, the grid of transport map should join at the stations to the grid of main map allowing plain moving between the maps without teleport (and enabling LoS and pathfinding - as such, across the maps). AFAIK the dynamic grid problem is not solved in TC yet, though transport-maps [URL="https://github.com/TrinityCore/TrinityCore/commit/ce55647c415b710c6b440d96c2f26ebbc06c1d6e"]are implemented[/URL].

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    Thanks for the input, guys :D

    I've got to figure out how this all works before coming up with a solution, or should I say attempting a solution, which will quite likely lead to a night or two in a padded room ;)

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    Something i'll add to the mix...

    Transports in Zero work completely different to the rest of the cores.
    - Ie. There are no transport maps

    But I can't remember, were there crew in the transports in ZEro ?

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    No, in Zero I do not remember crew. I will do an image search to confirm though. Remember, in BC/LK I know they buried a transport underground and this transport is where the players really were while onboard them. This allowed players and NPCs to remain in the correct locations after zoning.


    I forgot, an awesome thing to do in LK was to get a DK to use Death Grip on you while on a boat or Zep right before zoning. When you spawned in, you would fly under the world and land safely on the "ghost ship". It was amusing as heck to me!

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