New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Unit::NearTeleportTo #4935
Comments
Confirm. After teleporting, the creature is visually situated at its cast position, but the corpse is situated at the spell destination. when i entered a vehicle, the visual was updated to the right position, but not in all cases. sometimes the creature ran from its cast position to the spell destination ..... i think SendMovementFlagUpdate(); is broken or some packages whatever :(
|
mangos version for it, SendHeartBeat https://github.com/mangos/mangos/blob/master/src/game/Unit.cpp#L442 works fine, but it didnt want to work for me at simple rewrite to trinity :/ |
This is still an issue, any ideas? |
Yes, it is easy to fix in hacky way... But to make it blizzlike teleporting packet should be used with no movement flags. |
Would you mind sharing the hacky fix? It kind of screws with the boss fight Noth the Plaguebringer which I'm having some difficulty with, although I fear slightly the problem is larger than this. |
A possible way was already published by Elron123, check his publications. |
any progress? |
Nope, none. I think noone is working on it atm. |
This function doesn't work correctly. The creature's position will be setted, but is not send to player. if i use DestroyForNearbyPlayers();, the creature will respawn at the new position (but interrupt casts).
it works 2 month ago
tested with newest core 3.3.5 with an vehicle without players and with players
The text was updated successfully, but these errors were encountered: