Comments (9)
It would require implementing 4 additional columns just for this feature and as far as I am aware, that's not a common thing to do with very specific features.
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It would require implementing 4 additional columns just for this feature and as far as I am aware, that's not a common thing to do with very specific features.
Yes, but this function is needed to specifically display objects in the game. Because I don't want to incorporate everything into my maps, as they should only be spawned specifically for events or quests.
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Furthermore, you cannot permanently install m2 in WMOs, so it only works as a GameObject and therefore this function is very helpful.
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https://trinitycore.info/database/335/world/smart_scripts
You can enable a spawn position from gameobject table with Action 70 (SMART_ACTION_ENABLE_TEMP_GOBJ)
These gameobjects can have rotation and static position.
It's the -spawnid gameobjects :)
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tho you can't have them multiple times <.<
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https://trinitycore.info/database/335/world/smart_scripts
You can enable a spawn position from gameobject table with Action 70 (SMART_ACTION_ENABLE_TEMP_GOBJ) These gameobjects can have rotation and static position.
It's the -spawnid gameobjects :)
How exactly is that supposed to work? If I understand correctly, you have to let the game object spawn in the place where you want it, because with the method I can only specify the game object + the GUID, which means the object must already be spawned on the map.
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-- Spawn (negative spawntimesecs)
-- Using a negative value will result in the object starting out by being "despawned" until a script will spawn it
-- It will then despawn after the amount of time specified here has passed
SELECT * FROM `gameobject` WHERE `id`=190736 AND `guid`=16964;
-- SAI (creature respawns the GO)
SELECT * FROM `smart_scripts` WHERE `action_type`=70 AND `target_param2`=190736;
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Yes, thank you, that will help me for the event I have planned.
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The function is good, but unfortunately it is not useful for this event, because I want to decide for myself when it despawns and spawns again. So I have now used the Spawn Groups function and it works the way I want it to.
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