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Wish for additional SAI functions that are only available in C++ #29937
Comments
It would require implementing 4 additional columns just for this feature and as far as I am aware, that's not a common thing to do with very specific features. |
Yes, but this function is needed to specifically display objects in the game. Because I don't want to incorporate everything into my maps, as they should only be spawned specifically for events or quests. |
Furthermore, you cannot permanently install m2 in WMOs, so it only works as a GameObject and therefore this function is very helpful. |
https://trinitycore.info/database/335/world/smart_scripts You can enable a spawn position from gameobject table with Action 70 (SMART_ACTION_ENABLE_TEMP_GOBJ) It's the -spawnid gameobjects :) |
tho you can't have them multiple times <.< |
How exactly is that supposed to work? If I understand correctly, you have to let the game object spawn in the place where you want it, because with the method I can only specify the game object + the GUID, which means the object must already be spawned on the map. |
-- Spawn (negative spawntimesecs)
-- Using a negative value will result in the object starting out by being "despawned" until a script will spawn it
-- It will then despawn after the amount of time specified here has passed
SELECT * FROM `gameobject` WHERE `id`=190736 AND `guid`=16964;
-- SAI (creature respawns the GO)
SELECT * FROM `smart_scripts` WHERE `action_type`=70 AND `target_param2`=190736; |
Yes, thank you, that will help me for the event I have planned. |
The function is good, but unfortunately it is not useful for this event, because I want to decide for myself when it despawns and spawns again. So I have now used the Spawn Groups function and it works the way I want it to. |
Description
I would like the function to also be able to specify the rotation with the GO Summon function. So far it is only reserved for C++, which makes it impossible for people who design events with SAI to have GOs spawn correctly with the correct rotation.
Expected behaviour
In C++ there is the possibility to also specify the rotation of the game objects. Here is an example that I discovered by chance:
if (GameObject* go = me->SummonGameObject(OBJECT_TOL_SIGNAL_5, 7855.11f, -1406.839f, 1538.42f, 1.151916f, QuaternionData(0.f, 0.f, 0.5446386f, 0.8386708f), 0s))
Unfortunately, the necessary entries are missing in SAI and you can only specify the xyzo coordinates.
Steps to reproduce the problem
It cannot be reproduced because the necessary database fields are not available and the feature is missing in the SAI script. See my screenshot above.
Needs more 4 fields in the database.
Branch
3.3.5
TC rev. hash/commit
TrinityCore rev. c8ca12cdf762+ 2024-04-07 13:17:08 +0200 (release branch) (Unix, RelWithDebInfo, Static)
eba78de
Operating system
Debian 11
Custom changes
Trickerer NPC Bots
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