BenjaminLSR
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Bug Comments posted by BenjaminLSR
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Confirmed !
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What about Phase 4 : Fix pathfinding / NPC on transports ?
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Any update on this particular topic ? We're still facing sync issue with the tram and we never get the two lines working simultaneously without doing similar workaround from @madmax.
Engineering -Explosive Sheep BUG
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in Mangos Zero
Posted
/* * Explosive Sheep */ enum { SPELL_EXPLOSIVE_SHEEP_PASSIVE = 4051, SPELL_EXPLOSIVE_SHEEP = 4050 }; struct npc_explosive_sheepAI : ScriptedPetAI { explicit npc_explosive_sheepAI(Creature* pCreature) : ScriptedPetAI(pCreature) { m_creature->SetCanModifyStats(true); if (m_creature->GetCharmInfo()) m_creature->GetCharmInfo()->SetReactState(REACT_AGGRESSIVE); npc_explosive_sheepAI::Reset(); npc_explosive_sheepAI::ResetCreature(); } bool m_bExploded; uint32 m_uiAliveTimer; void Reset() override { } void ResetCreature() override { m_bExploded = false; m_uiAliveTimer = 3 * MINUTE * IN_MILLISECONDS; m_creature->CastSpell(m_creature, SPELL_EXPLOSIVE_SHEEP_PASSIVE, true); } void JustDied(Unit* /*pKiller*/) override { if (auto pPet = m_creature->ToPet()) pPet->DelayedUnsummon(5000, PET_SAVE_AS_DELETED); } void UpdateAI(const uint32 uiDiff) override { if (!m_bExploded) { if (m_uiAliveTimer <= uiDiff) { m_creature->CastSpell(m_creature, SPELL_EXPLOSIVE_SHEEP, true); m_bExploded = true; } else m_uiAliveTimer -= uiDiff; ScriptedPetAI::UpdateAI(uiDiff); } } }; CreatureAI* GetAI_npc_explosive_sheep(Creature* pCreature) { return new npc_explosive_sheepAI(pCreature); } newscript = new Script; newscript->Name = "npc_explosive_sheep"; newscript->GetAI = &GetAI_npc_explosive_sheep; newscript->RegisterSelf();
This is what can be found within elysium core.