Смердокрыл

Members
  • Content count

    446
  • Joined

  • Last visited

Community Reputation

79 Excellent

2 Followers

About Смердокрыл

  • Rank
    Advanced Member

Personal Information

  • Specialty DBC Editing
    Interface
    Lore/Quests

Recent Profile Visitors

2,490 profile views
  1. Quest question

    Yes, but after the condition is checked, I need a certain smart script not to allow the boat to move, an it has to be checked during movement, so that if the boat collides with the shore, it would get stuck. Unfortunately, there is nothing similar to SMART_EVENT_CONDITION_CHANGE, so I have to choose another event type, and I really don't know which.   So, for the vehicle being mounted (or not), is it SMART_EVENT_CHARMED 0/1 or SMART_EVENT_PASSENGER_BOARDED/REMOVED?
  2. Quest question

    This worked wonderfully. Thank you so much! AIName wasn't the problem. I'm not sure what was, but I think it was my quest type that was set to 2, or some flags, or whatever. It's complicated : ) Anyway, following the example of that Creepy Crate quest, I just made that object to be questender and give the item as quest reward. So, basically, the whole quest, meaning getting it, doing it, and completing it - works fine. However, there's one thing left: would it be possible, for example using that conditions table, to make the object disappear (and never return) after being used to complete the quest, but only for the player who completed the quest? In short, for the player who is doing the quest, it would look as if he picked up the object, therefore it is no longer where it used to be. New players, however, would still see it there, because they haven't picked it up yet. And another question on SmartAI, if you don't mind: I made a boat vehicle creature (the vehicle nature of it works fine, just in case), and I want it to do the following things: Every time it is unmounted (PASSENGER_REMOVED or CHARMED with param 1, maybe?) it needs to change it's original position (isn't that what SET_HOME_POS does?) to it's current coordinates, so that even after the server is restarted, it would spawn there Since it's using a waterwalk aura, I can't just spawn it on the water - it has to be a little bit below the water surface (z = -0.48, to be exact) in order to look partially submerged, like normal boats. I want the boats to jump to this coordinate (only Z) every time they are spawned/respawned/mounted. You know, in case they've been moved up/down somehow or whatever. Not being able to walk/run on land Could you help me with these?
  3. Alpha Ironforge 1.x-6.x

    It crashes my Cata client though
  4. Alpha Ironforge 1.x-6.x

    Sounds awesome! Will try the moment I get home.  What do you mean by  ? Are you talking about some textures which are not contained in the average wow client? Is there any way we can get them then?
  5. Quest question

    After a little research, I came up with some ideas as to how to proceed with this: Try target type 27 (SMART_TARGET_LOOT_RECIPIENTS). This leaves me with the problem of the gameobject being available for looting to any players, not just those with the quest Try a completely different method: Change gobject type to 2(QUESTGIVER) Add it to the gameobject_questender table Add a smart script with event type 20(SMART_EVENT_REWARD_QUEST), action type 56(SMART_ACTION_ADD_ITEM), and target type 7(SMART_TARGET_ACTION_INVOKER)  The latter seems like a good option, because since the event is quest-related, it will only give the item to characters with the quest. However, I don't know whether questgiver gobjects work similarly to chest objects in being visible only to characters who have the related quest (for chests, the id goes to data8). Moreover, given the weirdness of the whole SmartAI system, I don't know whether the whole thing will actually work. To add the quest, I could do the following: Add an entry to AreaTrigger.dbc with the coordinates of the character starting point Add it to the areatrigger_scripts table with ScriptName "SmartTrigger" Make a smart script with event type 46(SMART_EVENT_AREATRIGGER_ONTRIGGER), action type 7 (SMART_ACTION_OFFER_QUEST) and Param2=1, and target type 7(SMART_ACTION_INVOKER) However, I would expect this to give the quest to all players who step into the trigger, not just newly created characters, which is a problem. Would it be possible to add into the smart script a check whether the quest has been previously completed by the character? Also, the functionality of the ACTION_INVOKER target type is questionable.
  6. Quest question

    I did, both the script and the quest point at npc 1
  7. Quest question

    Here's my quest: The gameobject: The loot table: And the (not too) smart script:   It's not working :\
  8. Quest question

    Apparently there are only "add quest" and "fail quest" action_types. How insanely stupid
  9. Quest question

    What exactly is an AreaTrigger? Something like an invisible imp npc? If not, how do I create one? By the way, how can I make a 3d model show up in the quest window, like in those cataclysm quests you mentioned?
  10. Quest question

    Hey! I wanna make a quest for the newly created characters (I want them to have the quest automatically when they are created) that would require them to use a nearby chest, which drops an item. An autocompletion thing should then come up. Main points: the item should not be consumed by the quest, so that the characters can later equip it there are no NPCs involved (the quest is accepted and rewarded automatically) I don't mind either using the object or receiving the item to trigger quest completion, as long as the item isn't consumed Please, help
  11. WDBX Editor

    I've been having lots of trouble with SpellEffects.dbc (which is required to make any decent custom spell), as well as .db2 files in general, until I discovered this wonderful tool, which fixed all my problems. Also, judging by my experience in using other database editing tools, I can't comprehend the magnitude of the technological advance this editor is. Keep in mind that it was done by just one person, who was only learning how DBCs work along the way. Overall, really awesome work, barncastle! It's this sort of projects that keep the thing called "wow modding" going.
  12. Questions on custom spells

    DID THE JOB PERFECTLY! I LOVE WDBX Thanks, Amaroth!
  13. Questions on custom spells

    I tried DBCUtil but it wouldn't convert it back from csv to dbc. Tried Taliis - still crashing
  14. Questions on custom spells

    It seems that just adding a new record breaks it
  15. Questions on custom spells

    Pleeeeease