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On we talked about this one on IRC, on WP 10, it should switch to movement-type 1 for 150 seconds. After that switch back to type 2, but whatever I tried, it runs back to WP 1.
Ah yes, I remember. In theory, dataflags = dataflags | 0x08 should work, but I never tried.
A possible workaround would be to permutate all waypoints in order to have the one with the script at the end. This way, the NPC moving back to WP1 would be normal as it would have been the next WP any way.
I can confirm that, because I've noticed the same issue when spawning Dire Maul. When you switch back to waypoint movement, it always seems to start with waypoint 1 again, instead of continuing where it left. I can understand why though, but it's annoying in some cases.
A possible workaround would be to permutate all waypoints in order to have the one with the script at the end. This way, the NPC moving back to WP1 would be normal as it would have been the next WP any way
I'm currently backporting UDB rev407 release and I noticed that this workaround is used a couple of times. So I assume we can safely go down that road.
I never had the opportunity to use it, yet, but I think the curwaypoint in creature table should allow you to spawn the NPC in the middle of a pathway, at said waypoint instead of waypoint 1.
I'm with @Tobschinski here. I also believe the curwaypoint doesn't work as intended. I used it twice for Dire Maul spawns, and the NPCs happily start running around at the first waypoint.
I haven't checked the core code to figure out what goes wrong. So I'm not complaining, but just pointing it out.
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[0714] MC - Ancient Core Hounds
cala commentedon Sep 18, 2014
What is this missing script?
Tobschinski commentedon Sep 18, 2014
On we talked about this one on IRC, on WP 10, it should switch to movement-type 1 for 150 seconds. After that switch back to type 2, but whatever I tried, it runs back to WP 1.
cala commentedon Sep 18, 2014
Ah yes, I remember. In theory, dataflags = dataflags | 0x08 should work, but I never tried.
A possible workaround would be to permutate all waypoints in order to have the one with the script at the end. This way, the NPC moving back to WP1 would be normal as it would have been the next WP any way.
Tobschinski commentedon Sep 18, 2014
Dataflag 0x08 works if you change the movement from 2 -> 1. But it seems to have no effect for 1 -> 2.
I will ask XF about it.
evil-at-wow commentedon Sep 18, 2014
I can confirm that, because I've noticed the same issue when spawning Dire Maul. When you switch back to waypoint movement, it always seems to start with waypoint 1 again, instead of continuing where it left. I can understand why though, but it's annoying in some cases.
cala commentedon Oct 3, 2014
@Tobschinski
I'm currently backporting UDB rev407 release and I noticed that this workaround is used a couple of times. So I assume we can safely go down that road.
Tobschinski commentedon Oct 3, 2014
That is a temp workaround, you would have to move the Corehound to a new spawn position and lose official data. I don't know about that.
cala commentedon Oct 3, 2014
I never had the opportunity to use it, yet, but I think the curwaypoint in creature table should allow you to spawn the NPC in the middle of a pathway, at said waypoint instead of waypoint 1.
Tobschinski commentedon Oct 3, 2014
I've tried it once,with the Obsidian Eradicator in AQ40, but without success. Not sure if I did something wrong there.
cyberium commentedon Oct 3, 2014
possible core issue here
evil-at-wow commentedon Oct 3, 2014
I'm with @Tobschinski here. I also believe the curwaypoint doesn't work as intended. I used it twice for Dire Maul spawns, and the NPCs happily start running around at the first waypoint.
I haven't checked the core code to figure out what goes wrong. So I'm not complaining, but just pointing it out.