Rush0r

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  1. https://github.com/TrinityCore/TrinityCore/issues/16673
  2. You don't need to compile it, just fork it and you will see a _release_ folder, in which you will find the exe
  3. diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index cc62e30..4178572 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -23368,6 +23368,8 @@ inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target, // @HACK: This is to prevent objects like deeprun tram from disappearing when player moves far from its spawn point while riding it if ((target->GetGOInfo()->type != GAMEOBJECT_TYPE_TRANSPORT)) s64.insert(target->GetGUID()); + if (target->GetGOInfo()->flags & GO_FLAG_TRANSPORT_PHASING) + s64.insert(target->GetGUID()); } diff --git a/src/server/game/Miscellaneous/SharedDefines.h b/src/server/game/Miscellaneous/SharedDefines.h index f2a11e4..86cc801 100644 --- a/src/server/game/Miscellaneous/SharedDefines.h +++ b/src/server/game/Miscellaneous/SharedDefines.h @@ -1488,15 +1488,16 @@ enum GameobjectTypes enum GameObjectFlags { - GO_FLAG_IN_USE = 0x00000001, // disables interaction while animated - GO_FLAG_LOCKED = 0x00000002, // require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip - GO_FLAG_INTERACT_COND = 0x00000004, // cannot interact (condition to interact) - GO_FLAG_TRANSPORT = 0x00000008, // any kind of transport? Object can transport (elevator, boat, car) - GO_FLAG_NOT_SELECTABLE = 0x00000010, // not selectable even in GM mode - GO_FLAG_NODESPAWN = 0x00000020, // never despawn, typically for doors, they just change state - GO_FLAG_TRIGGERED = 0x00000040, // typically, summoned objects. Triggered by spell or other events - GO_FLAG_DAMAGED = 0x00000200, - GO_FLAG_DESTROYED = 0x00000400 + GO_FLAG_IN_USE = 0x00000001, // disables interaction while animated + GO_FLAG_LOCKED = 0x00000002, // require key, spell, event, etc to be opened. Makes "Locked" appear in tooltip + GO_FLAG_INTERACT_COND = 0x00000004, // cannot interact (condition to interact) + GO_FLAG_TRANSPORT = 0x00000008, // any kind of transport? Object can transport (elevator, boat, car) + GO_FLAG_NOT_SELECTABLE = 0x00000010, // not selectable even in GM mode + GO_FLAG_NODESPAWN = 0x00000020, // never despawn, typically for doors, they just change state + GO_FLAG_TRIGGERED = 0x00000040, // typically, summoned objects. Triggered by spell or other events + GO_FLAG_DAMAGED = 0x00000200, + GO_FLAG_DESTROYED = 0x00000400, + GO_FLAG_TRANSPORT_PHASING = 0x00000800, // Enable Phasing even if the GO is a transport }; enum GameObjectDynamicLowFlags this should work, if you add the flag in the db
  4. because of: bool GameObject::IsAlwaysVisibleFor(WorldObject const* seer) const { if (WorldObject::IsAlwaysVisibleFor(seer)) return true; if (IsTransport() || IsDestructibleBuilding()) return true;
  5. How to add Waypoints to a creature: Note: I'm just adding a copy paste tutorial without further information on the DB-Structure behind it, because i know, you will understand this soon enough.Example: We want to add this Guy some waypoints 1.) Get the latest sniffer from http://community.trinitycore.org/topic/9849-trinity-cores-sniffer-for-wow-62020338/ 2.) Log in on retail and start the attach_sniffer and follow the Creature until it has completed it's whole path. It's important, that you DO NOT RUN OUT of sight of this mob, else the path will look really creapy. 3.) Close the sniffer if the Path is completed one time 4.) You will see a .pkt - file in your wow directory now 5.) Download and compile https://github.com/TrinityCore/WowPacketParser 6.) Go to the Releasefolder after you finished compiling 7.) Copy the .pkt-file and move the file with drag-and-drop over the WowPacketParser.exe Note: It's recommended to keep these settings <add key="DBEnabled" value="false" /> in WowPacketParser.exe.config 8.) Now you will see a .txt file in your releasefolder 9.) Download and compile https://github.com/Kittnz/WaypointCreator (Branch 6.x) 10.) Go to the release folder and open up the Waypoint Creator.exe 11.) Import the .txt-file 12.) Search for the entry in the searchfield (in this case entry: 74228) 13.) Result: - Rightclick on the table and hit: Create SQL 14.) In the SQL-Output you will now find: Use the command: .go 1923.215 -4636.423 33.2019 to see if you are on the right position 15.) Go ingame (Tc-Server) and choose a fitting creature which is near the path. In this case it's creature with GUID: 286504 - You always find the right guid if you select the creature and type: .npc info 16.) Replace the XXXXXX in SET @NPC := XXXXXX; with the GUID -> SET @NPC := 286504; 17.) Repeat this for all other Paths