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[MC] Ancient Core Hound - Movement #504

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@Tobschinski

Waypoints for Ancient Core Hounds were customly done, or are even missing.

Some dogs switch between random and waypoint movement.

Update is needed.

One of the Corehounds has a little script, it is missing.

Activity

  1. added a commit that references this issue on Sep 18, 2014
  2. cala commented on Sep 18, 2014

    @cala
    Member

    What is this missing script?

  3. Tobschinski commented on Sep 18, 2014

    @Tobschinski
    ContributorAuthor

    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.

  4. cala commented on Sep 18, 2014

    @cala
    Member

    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.

  5. Tobschinski commented on Sep 18, 2014

    @Tobschinski
    ContributorAuthor

    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.

  6. evil-at-wow commented on Sep 18, 2014

    @evil-at-wow
    Contributor

    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.

  7. cala commented on Oct 3, 2014

    @cala
    Member

    @Tobschinski

    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.

  8. Tobschinski commented on Oct 3, 2014

    @Tobschinski
    ContributorAuthor

    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.

  9. cala commented on Oct 3, 2014

    @cala
    Member

    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.

  10. Tobschinski commented on Oct 3, 2014

    @Tobschinski
    ContributorAuthor

    I've tried it once,with the Obsidian Eradicator in AQ40, but without success. Not sure if I did something wrong there.

  11. cyberium commented on Oct 3, 2014

    @cyberium
    Contributor

    possible core issue here

  12. evil-at-wow commented on Oct 3, 2014

    @evil-at-wow
    Contributor

    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.

  13. self-assigned this
    on Nov 11, 2014
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