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Two Coilfang Engineers spawn inside terrain #16104
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spawn must be from sniffs...no custom fix |
i bet the whole instance spawns are not sniffed |
Fair enough, just sniffed retail and came up with this and the NPCs aren't out of LOS. From build 20779 (current patch) UPDATE `creature` SET `position_x`=-5.298958, `position_y`=-131.3911, `position_z`=-21.17339, `orientation`=4.817109 WHERE `guid`= 12686 AND `id`=17721;
UPDATE `creature` SET `position_x`=-21.93356, `position_y`=-126.7303, `position_z`=-21.71569, `orientation`=4.939282 WHERE `guid`= 12687 AND `id`=17721; Additionally, they don't have the proper equip_template from retail. The verified build table is populated with a build, but I do not recall anytime they had a polearm equipped, nor can I find any evidence they did. They currently use the hammer on live. From build 20779 (current patch) UPDATE `creature_equip_template` SET `ItemID1`=1903 WHERE `CreatureID`=17721; |
What about the other spawns in the dungeon? |
I am working on adding all the waypoints and spawns at the moment... Don't know if it will be up to TC standards when all is said and done. The waypoints are what worries me the most since I haven't seen a guide to properly go through adding them, so I think I have some that are slightly off (I saw your post in the guide, but one NPC for exmaple That I know is the patrol leader has 1281 WPs). Also, I don't know what the correct way to edit the spawns would be. For my purposes, I just deleted all the NPCs from the instance and re-added using GUIDs starting at 300,000 to save time. I imagine the "proper" way would be to go through GUID by GUID and confirm, then update any that are incorrect (most seem correct from visual comparisons of the instance on retail and TC). Additionally, I am having trouble getting all the spawns. I ran around the instance for a good 30 minutes and am still missing two spawns that I know of. Not quite sure how the sniffer picks up data. I always thought it was just passively. Do you have to select the target at all? Also had to do some hacks to get things working correctly like making the mobs that patrol through the water have a InhabitType of 1 instead of 2 so they don't do the swim animation when crossing the water pools, which I am pretty certain isn't blizzlike. |
start your sniffer before you enter the dungeon for starters, i am not sure about the inhabittype, i guess that needs to be checked further |
Ah, that would explain it. I always started it after I entered to not get all the outside spawns. Thanks. |
@Saben65 did you make an issue ticket with the new path's and spawn coordinates? |
Negative, the place is a mess atm. I will have to have another go with it once I get a little more time. Currently I am working on adding proper pathing to Kara. |
@Saben65 jump into irc irc.rizon.net #trinity |
Core Rev: 3473732
TDB: 335.60
These two engineers located at the beginning of Steamvaults spawn partially inside the object in front of them resulting in a "Target is not in line of sight" error.
Fix for incorrect positioning sniffed from build 20779 (current patch)
Fix for incorrect equip_template sniffed from build 20779 (current patch). Look here for additional info.
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