TheMoneyHater Posted June 30, 2017 Share Posted June 30, 2017 I have custom made maps/vmaps/mmaps but still it dosn't seem to work with this normal pirateship (.wmo) It is spawned as a type 14 and I can't find any flags in the gameobject_template that might fix this problem. I only want to use the ship in a specific phase so noggit is a no. What to do? Link to comment Share on other sites More sharing options...
Amaroth Posted June 30, 2017 Share Posted June 30, 2017 Are you actually sure that SS maps are supposed to work with gameobjects in general? I am not (but I'm also not saying that I am sure that they should not). English YT tutorial channel. Check it out if you preffer videos over walls of text.:https://www.youtube.com/AmarothEng I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays. Link to comment Share on other sites More sharing options...
wungasaurus Posted June 30, 2017 Share Posted June 30, 2017 afaik, vmaps are not implemented for dynamic objects on any emulator. they might work for transports though, which you could use by making a non-moving transport. Link to comment Share on other sites More sharing options...
TheMoneyHater Posted June 30, 2017 Author Share Posted June 30, 2017 To be honest I have no idea either if it should work. All I know is that it works with Transports and I don't see a reason why it would not work in this situation. EDIT: Saw what wungasaurus wrote and I guess we are on the same track. The think is that I don't know how to make transports specific for a phase, they seem to overwrite. Link to comment Share on other sites More sharing options...
Amaroth Posted June 30, 2017 Share Posted June 30, 2017 Transports are very, very specific and different from common gameobjects though. They also behave as a sort of map of their own in some ways, which enables server to actually work with NPCs on them properly. EDIT: If phase can be set to transport, it is nearly surely in gameobject_template between data0 and data7 (although the best would be just taking a look straight into src). I can't imagine it being set anywhere else though. Yet again, I have my doubts wheter transports can be assigned to phases, at least by default. Why do you think they can be? This would interrest me a little bit. English YT tutorial channel. Check it out if you preffer videos over walls of text.:https://www.youtube.com/AmarothEng I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays. Link to comment Share on other sites More sharing options...
TheMoneyHater Posted June 30, 2017 Author Share Posted June 30, 2017 I just came to realize that the Wintergrasp Fortress Tower is an object and NPCs and go up the tower and move around freely. I'll check this out. Link to comment Share on other sites More sharing options...
wungasaurus Posted June 30, 2017 Share Posted June 30, 2017 note that wintergrasp buildings are destructible objects, so the reason they work on servers is probably another: they are broken. destructible buildings of that era are present on the adts just like regular non-destructible objects without phase. they are flagged in the adt, but the extractors don't know about that flag (even though it is documented for years). thus, the emulators treat destructible objects correctly because the vmap stuff thinks it is actually on map. it will break when the object is destroyed (npcs will still think it is not). Link to comment Share on other sites More sharing options...
MR.Farrarie Posted July 1, 2017 Share Posted July 1, 2017 14 hours ago, TheMoneyHater said: I just came to realize that the Wintergrasp Fortress Tower is an object and NPCs and go up the tower and move around freely. I'll check this out. wintergrasp tower have parts that make npc walk freally yess but not fully like when you spawn an npc in certain place like the roof it will fall this problem where in the community for years ((((even I don't use vmap mmap maps for my custom maps so npc can fight in wmo without faling)))) but some system will still not work like waypoints some certain spell like fear blink etc for me I use wow as story telling so blink is like .npc move with some visual effect and I don't care for waypoint about the types best for wmo are type 11= transport and its the best for me because it make wmo visible from far away and don't disappear also good for huge wmo like necropolic caslte etc type 33 = destructible wmo it make wmo have health and morph into another wmo when die like what we have with some wintergrasp ones type 14 = is shit Link to comment Share on other sites More sharing options...
TheMoneyHater Posted July 1, 2017 Author Share Posted July 1, 2017 After a long night of sleep and some playing around, I discovered that as wungasaurus said in noggit you can see the Wintergrasp models but they use a fake .wmo to create the collision. It can be seen in noggit but not in the game. That's why if they spawn a normal Game object on the exact same spot it fakes the vmaps/mmaps. How can this help me? I think it is possible to put the boat in noggit and create vmaps/mmaps for it. Then remove it from the map and only spawn it in the phase like I have now. This makes so the server knows that there is a boat there but not the player. The only downside of this might be that if a player outside of the phase (will only be water next to a beach) if they swim while an npc are attacking them and swim over the place the boat is on another phase the npc will act like crazy. Is this a stupid idea? or the easiest one? 2 hours ago, MR.Farrarie said: type 14 = is shit I know that all .wmo are loaded from the map but is there really that less support on the serverside to spawn .wmo with type 14? Link to comment Share on other sites More sharing options...
MR.Farrarie Posted July 1, 2017 Share Posted July 1, 2017 7 minutes ago, TheMoneyHater said: After a long night of sleep and some playing around, I discovered that as wungasaurus said in noggit you can see the Wintergrasp models but they use a fake .wmo to create the collision. It can be seen in noggit but not in the game. That's why if they spawn a normal Game object on the exact same spot it fakes the vmaps/mmaps. How can this help me? I think it is possible to put the boat in noggit and create vmaps/mmaps for it. Then remove it from the map and only spawn it in the phase like I have now. This makes so the server knows that there is a boat there but not the player. The only downside of this might be that if a player outside of the phase (will only be water next to a beach) if they swim while an npc are attacking them and swim over the place the boat is on another phase the npc will act like crazy. Is this a stupid idea? or the easiest one? I know that all .wmo are loaded from the map but is there really that less support on the serverside to spawn .wmo with type 14? even when you spawn wintergrasp tower by hand far away from the spot it was you will see that npc can move in it without faling in some part of the interior Link to comment Share on other sites More sharing options...
Skarn Posted July 1, 2017 Share Posted July 1, 2017 A proper solution would be to implement vmaps for gameobjects into your emulator. Everything else is a hack. Link to comment Share on other sites More sharing options...
TheMoneyHater Posted July 1, 2017 Author Share Posted July 1, 2017 7 hours ago, Skarn said: A proper solution would be to implement vmaps for gameobjects into your emulator. Everything else is a hack. Sadly I don't know which way to look at and what to do to make that work. Link to comment Share on other sites More sharing options...
Amaroth Posted July 2, 2017 Share Posted July 2, 2017 17 hours ago, TheMoneyHater said: I think it is possible to put the boat in noggit and create vmaps/mmaps for it. Then remove it from the map and only spawn it in the phase like I have now. I personally would just roll with this. Conversion between coordinates will be nightmare, I just hate to do that kind of stuff, but it is possible. Yes, it may produce some bugs while player in different phase goes over there with some NPC tailing him, but the question is - how often will that happen? "A proper solution would be to implement vmaps for gameobjects into your emulator. Everything else is a hack." That would probably increase both CPU and RAM usage so much, that it would not be worth it. And overburdening server's machine for one ship is not a proper solution, too :P. English YT tutorial channel. Check it out if you preffer videos over walls of text.:https://www.youtube.com/AmarothEng I am now completely retired from modding. I am still reading PMs and reacting to them, however, I am not keeping up to date with what is going on in the community and my ability to help you is becoming very limited - I no longer remember some things, I don't have tools installed anymore, and I don't know what is up to date nowadays. Link to comment Share on other sites More sharing options...
Working creatures on spawned .wmos
By TheMoneyHaterin Serverside
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