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Michael

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Posts posted by Michael


  1. On 12/11/2018 at 5:40 AM, Cain said:

    Would it ever be possible to make half tiles?

    Once we figure out how to make tiles more efficiently. We want to be able to have one object you can set whatever texture for. Currently we have thousands of objects, bloating the system.


  2. Problem comes from the objects not using the correct geoBox. I don't know how our patch is made, but I know other servers patches use the geobox for stormwind for EVERY WMO and some random orc hut for EVERY M2. This will cause some large objects to either be seen too far, or disappear too short. It is difficult to predict the geoBox without looking at the model file for every game object.


  3. I suggest having a .warp command. These will act like .teles but tied to a phase, and all players can make them, but since they are completely seperate things they will not interfere with .teles.

    This can also be achieved by being able to supply a phase id for .phase teleport $location [#phaseid] to use a teleport location from a phase without being in that phase.


  4. 7 hours ago, DavidTwo said:

    Yeahhhhh... he used textures that fit a perfect square (Chase). A lot of them don't make sense, and we're DEFINITELY missing some textures as well (New Dalaran and WoD Draenei, for example).

    If you're talking about missing tiles from the mall, there's a few hudred missing from the start. The query to delete anything spawned on that map deleted some of the tiles it was spawning. Need to do the query separately.


  5. Yes what you are probably seeing is the addon's we tried to distribute (which don't seem to register)

    Give us an example of what you're seeing. Being 90% of the content that is being distributed was made by me, I could probably tell you what it is.


  6. Just now, War-God Matt said:

    World port or tele, doesn't matter. If you make some kind of mall for the public to use, especially one for tiles as in this case, best is to have a spawn right at the mall.

    The tele should take you right to the phase, I have not been online to test it out.


  7. 1 hour ago, War-God Matt said:

    Great to have, but please, put the spawn at the tile mall rather than elsewhere if you're going to make something like this public to everyone, rather than complicate it with world ports.

    There is now a tele called tilemall!


  8. Object Aura will allow an object to apply an aura, and more, to someone who walks close enough. For example, a campfire which gives you the 'Roast Marshmallow' spell. You can currently do this with object teleporters but the need for teleportation is not desirable.

    .gobject aura on/off - Enable/Disable the object aura.

    .gobject aura toggle enabled - Toggle the enabled state.

    .gobject aura set spell #spellid - Set the spell id you will cast when you enter.

    .gobject aura set scale #scale - Set the scale your player will get scaled when you enter.

    .gobject aura set speed #speed - Set the speed your player will move when you enter.

    .gobject aura set morph #displayid - Set the morph your player will be morphed when you enter.

    .gobject aura set mount #displayid - Set the mount your player will mount when you enter.

    .gobject aura set flight on/off - Enable/Disable if your character will fly if you enter.

    .gobject aura toggle flight - Toggle the flight setting.

    .gobject aura set enter #radius - Set the radius for the aura to activate when you enter. Zero for never.

    .gobject aura set exit #radius - Set the radius for the aura to deactivate when you exit. Zero for never.

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