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MMaps Redux


Guest auntieMangos

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mangos-zero has a movemaps branch which is being updated this weekend with most of the patches which we had the chance with a bigger installation of mangos-zero.

I'm glad to see mmaps-zero has its hew champion in a shiny armour to carry on the torch.

I'm not quiet sure how up-to-date zero and one branches are. The core code there is from dark ages before spline integration.

I think (laziness speaking) that it would be easier to start porting from master, simply since it is much better tested and up-to-date.

Regardless, Good luck!

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We're actually doing that, and go through master to backport all the changes made. Salja and I went through most of the map changes on Saturday, and will backport the remainders within the next days.

I'll do the same for mangos-one, one zero is finished. Just don't have the time to do both at the same time.

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Hello,

yesterday I got some massive falldamage ~9k after dismounting from a flying mount in "The Storm Peaks", ca. a meter above the ground. That happend a few times (noticed it after dying :P), anything mmaps related? I don't run any other patches and couldn't find any other topics in Bug Reports forums section.

Revision 11786

YTDB 606

ACID 3.0.8

ScriptDev2 2271

MMAPS just missing "+ Use partial path while under effect of Confused/FleeingMovementGenerator."

Regards

Skirnir

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Hello!

I would like to make it possible to disable pathfinding for certain NPCs by using a flag in the database

and as stated before (at page 43):

We have CreatureFlagsExtra for custom flags, like CREATURE_FLAG_EXTRA_CIVILIAN, CREATURE_FLAG_EXTRA_GUARD and etc.

I would like to implement a custom flag, using "CreatureFlagsExtra" that causes the creature to ignore pathfinding, I have tried doing this myself without success - it would be great if anyone could show me!

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The movement maps feature branch of mangos-zero now contains an initial backport of movement maps and can be tested.

Thanks.

But I still think it would be better not to use the badly outdated code, instead of backporting (even degraded) version of spline system.

Hello,

yesterday I got some massive falldamage ~9k after dismounting from a flying mount in "The Storm Peaks", ca. a meter above the ground. That happend a few times (noticed it after dying :P), anything mmaps related? I don't run any other patches and couldn't find any other topics in Bug Reports forums section.

Revision 11786

YTDB 606

ACID 3.0.8

ScriptDev2 2271

MMAPS just missing "+ Use partial path while under effect of Confused/FleeingMovementGenerator."

Regards

Skirnir

Nothing to do with mmaps.

Hello!

I would like to make it possible to disable pathfinding for certain NPCs by using a flag in the database

and as stated before (at page 43):

We have CreatureFlagsExtra for custom flags, like CREATURE_FLAG_EXTRA_CIVILIAN, CREATURE_FLAG_EXTRA_GUARD and etc.

I would like to implement a custom flag, using "CreatureFlagsExtra" that causes the creature to ignore pathfinding, I have tried doing this myself without success - it would be great if anyone could show me!

You can set UNIT_STAT_IGNORE_PATHFINDING from any script.

It is unit state and not extra flag which you can set from DB for a reason.

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Yeah, this flag would be very good until mmaps handling on gameobjects is implemented. Lich King is falling down the frozen throne, which is a gameobject (works without using mmaps) ;<

id like to point out that the gameobject is not everything there. there is also an invisible WMO (read properly by vmaps) and height data is returned correct there

on the other hand im fairly certain that you are using a hack and spawning the platform in wrong place.

Update Type: CreateObject1

GUID: Full: 0xF1100315B100202A Flags: Flag01, Flag10, Flag20, Flag40, Flag80 Type: GameObject Entry: 202161 Low: 8234

Object Type: GameObject

Update Flags: LowGuid, StationaryObject, GOPosition, GORotation

GO Position: X: 503.6198 Y: -2124.655 Z: 836.607

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