offl
offl
It's too ambitious and not really possible
>so we might actually really drop the curhealth field and just use the serverside auras i guess But those aren't auras. If only they were auras, that was not a...
Even if they were sniffable, it's still a problem to sniff them because we need CreateObject2 for each case (not possible to receive in lots of cases) >About that 1...
Yep, in vanilla they had firsts attempts to simulate dying\corpse units, that corpse in barrens simply lies on the ground with full health, for example >Spell 25155 is used by:...
> Smeels like #25796 > >>Won't help. The mount used for that taxi node - 25695 - has movementId=273, which contains run speed override of 60 yards/sec. Which means that...
It's annoying in PvP events or any bombing-run-like quests, checked MovementID of mounts, for two of them it's simply 0 https://wow.tools/dbc/?dbc=taxinodes&build=3.3.5.12340#page=1&colFilter[5]=nagrand%20-%20pvp https://www.youtube.com/watch?v=3H0dqAzcnS4 on retail the speed is slow
> injured soldiers spawn randomly with low health, and health is slowly reducing succesfully using item [Triage Bandage] on injured soldier should restore full health and soldier walks aways (and...
Basically the same concept as https://github.com/TrinityCore/TrinityCore/commit/c09bd08f811dc97d94fc8aed5a8179a668ff001b, but spawn group is not despawned but disabled(already spawned creatures does not despawn, new don't spawn, already spawned will despawn on their own when...
Without SetActive they will spawn over and over again (grid unload doesn't stop spawning) and both fixes with spawn groups and SetActive caused problems and were reverted, that could be...
And if player leaves zone, script stops working, after grid unload spawn group will still be active, producing those spawns which will screw up newly created doctor's script by setting...