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[MC] Ancient Core Hound - Movement #504

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Tobschinski opened this issue Jul 19, 2014 · 11 comments
Open

[MC] Ancient Core Hound - Movement #504

Tobschinski opened this issue Jul 19, 2014 · 11 comments

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@Tobschinski
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Waypoints for Ancient Core Hounds were customly done, or are even missing.

Some dogs switch between random and waypoint movement.

Update is needed.

One of the Corehounds has a little script, it is missing.

Tobschinski referenced this issue Sep 18, 2014
* The movement path of all 15 Ancient Core Hounds in Molten Core was reworked.
  Additionally, they were moved to their correct spawn location.
  Corehound + 00 should have a little script executed on WP 10, but I don't think `dbscripts_on_creature_movement` can handle this right now.
@cala
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cala commented Sep 18, 2014

What is this missing script?

@Tobschinski
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On we talked about this one on IRC, on WP 10, it should switch to movement-type 1 for 150 seconds. After that switch back to type 2, but whatever I tried, it runs back to WP 1.

@cala
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cala commented Sep 18, 2014

Ah yes, I remember. In theory, dataflags = dataflags | 0x08 should work, but I never tried.
A possible workaround would be to permutate all waypoints in order to have the one with the script at the end. This way, the NPC moving back to WP1 would be normal as it would have been the next WP any way.

@Tobschinski
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Dataflag 0x08 works if you change the movement from 2 -> 1. But it seems to have no effect for 1 -> 2.

I will ask XF about it.

@evil-at-wow
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I can confirm that, because I've noticed the same issue when spawning Dire Maul. When you switch back to waypoint movement, it always seems to start with waypoint 1 again, instead of continuing where it left. I can understand why though, but it's annoying in some cases.

@cala
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cala commented Oct 3, 2014

@Tobschinski

A possible workaround would be to permutate all waypoints in order to have the one with the script at the end. This way, the NPC moving back to WP1 would be normal as it would have been the next WP any way

I'm currently backporting UDB rev407 release and I noticed that this workaround is used a couple of times. So I assume we can safely go down that road.

@Tobschinski
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That is a temp workaround, you would have to move the Corehound to a new spawn position and lose official data. I don't know about that.

@cala
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cala commented Oct 3, 2014

I never had the opportunity to use it, yet, but I think the curwaypoint in creature table should allow you to spawn the NPC in the middle of a pathway, at said waypoint instead of waypoint 1.

@Tobschinski
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I've tried it once,with the Obsidian Eradicator in AQ40, but without success. Not sure if I did something wrong there.

@cyberium
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cyberium commented Oct 3, 2014

possible core issue here

@evil-at-wow
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I'm with @Tobschinski here. I also believe the curwaypoint doesn't work as intended. I used it twice for Dire Maul spawns, and the NPCs happily start running around at the first waypoint.

I haven't checked the core code to figure out what goes wrong. So I'm not complaining, but just pointing it out.

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