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Core/Scripts: Meathook and Salramm should patrol once they spawn. #942
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ignore this pr for now, will be fixed by friday unless someone else wants to do it |
better than none! |
If i remember, only Meathook roam whole distance u draw, second one only like 30-40 yards of hes spawn location. Will check on retail once i can. |
Looking for @FALL1N1 or someone else to complete the work that has been previously started here. |
@FrancescoBorzi Hello, this PR got my attention for a bit. I included the changes proposed here but it didn't compile completely for me. Besides, I noticed that there is no source about the Meathook and Salramm patrol behavior in this PR when it was created, I spent almost an hour trying to find videos on YT, comments on wowhead and wikis about this movement but I only got info about this patrolling behavior on cataclysm and the other expansions ahead but not for woltk, is there any source that can confirm this patrol behavior for those 2 bosses in woltk? Thanks. |
@Si1ker not that I'm aware of :( |
Post your errors Silker |
Paste me the build log and I'll fix it, sadly I cannot build it as I cannot compile on my laptop because it will melt down, got no access to my workstation. |
@BarbzYHOOL Thanks for the tag 👍 Note: For this PR, if you cannot compile, send me the changes, I'll include them and compile in behalf of you (ignore the rev-hash message) 1>------ Build started: Project: revision.h, Configuration: Release x64 ------ |
thanks, now all we need is a volunteer to test if it works |
build on VS19 works just fine, travis is being a bitch.. so in short:
if anyone is interested in fixing the travis - feel free to do so |
@BarbzYHOOL Ok n.n When meathook, goes from wp#1 to wp#2, in this transition he goes under map and then emerges in wp#3 to follow towards the wp#4 flying above the map. Then all you have is a Meathook flying.. In the other hand, we have Salram under map all his way in the same point Meathook had his problem, in the transition from wp#1 to wp#2 -- I tried adding multiple WPs to have a "better" path but I think it is more related with the vmap.. : / The problem always starts here: in the smoke at the right side, he goes under map, in the smoke at the left side he emerges and follows the other WPs (meathook flying and Salram under map), at some point for some reason they "update" his movement and goes as expected but again when they reach the [right smoke] the same problem happens. I'll be trying with around 20 WPs to have a more efficient and complex way, after that Illl be out of ideas haha 🐱 , but again, I think is vmap/map related. Note= I have my maps updated (as my core/hash) It is like the problem with Kel'Thuzaad adds in Phase 1 of Naxxramas, some mobs generated in these gates go under the map: |
The issue is indeed from the vmaps/mmaps, we have discussed it in a previous issue at stranglethorn vale somewhere near a cliff where they went straight through the cliff instead of finding a path to the top. |
damned mmaps like here #2688 ok so what must we do with the PR now? |
General tip for testers: when finding issues while testing, please specify whether they are regressions (new issues that weren't on master) or not. In the second case, the PR could still be merged. |
if the map issue is fixed in the future, what about this PR then? |
@@ -103,7 +118,7 @@ class boss_salramm : public CreatureScript | |||
} | |||
} | |||
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+void WaypointReached(uint32 waypointId) { }
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Fix build
@@ -71,7 +87,7 @@ class boss_meathook : public CreatureScript | |||
Talk(SAY_SLAY); | |||
} | |||
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+void WaypointReached(uint32 waypointId) { }
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Fix build
@@ -47,14 +48,28 @@ class boss_salramm : public CreatureScript | |||
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CreatureAI* GetAI(Creature* creature) const | |||
{ | |||
return new boss_salrammAI (creature); | |||
return GetInstanceAI<boss_salrammAI>(creature); |
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-return GetInstanceAI<boss_salrammAI>(creature);
+return new boss_salrammAI (creature);
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Fix build
@@ -37,14 +39,28 @@ class boss_meathook : public CreatureScript | |||
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CreatureAI* GetAI(Creature* creature) const | |||
{ | |||
return new boss_meathookAI (creature); | |||
return GetInstanceAI<boss_meathookAI>(creature); |
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-return GetInstanceAI<boss_meathookAI>(creature);
+return new boss_meathookAI (creature);
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Fix build
I will close this as abandoned. |
[CULLING OF STRATHOLME 5MAN DUNGEON] Currently both bosses just spawn and doesn't move at all. Instead they should spawn and start patrolling around.
Note: Waypoints are not blizzlike, i just ran around and generated some random. ss: http://prntscr.com/jyl1lo