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Erkor

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Everything posted by Erkor

  1. ?‍♀️i mean it sounds cool and would make transitioning into a dungeon map a bit easier i'd make a stronger case for it if i knew about any retail dungeons that didn't have a teleport for them
  2. after a conversation i had with some friends of mine, i heard that it might be possible to give players anim kits to change or edit their animations. i think that would be cool for roleplay ?
  3. but that worked for me what the hell
  4. hello............. i just want to know if this was seen......................................... npc casting not working makes me cry................ edit: edited observed result of npc cast player because i discovered something
  5. if you're downloading the game through the launcher, it's going to take time dependent on your internet connection if you've waited for 6 hours, though, that seems concerning; what's your internet speed like? maybe it's taking a long time to download files for the client to launch properly because of that?
  6. when using MogIt to make a set, you can use an epsilon-unique function to apply it to an NPC automatically. the issue with this is that it also sets the race, making the outfitting process all the more tedious; you make customizations and set the race, and, instead of setting the preview race in MogIt to the one of your NPC, you just equip it onto the NPC -- and in turn it snaps back from a dark iron dwarf to a human while i won't deny this system has some good uses, i think it's also really annoying because you can't turn it off. if developers feel like keeping this function in is better, then i'd at least want to compromise with a setting to disable the race setting part so i can focus on the item outfit in the item outfit addon
  7. sl content would be pretty based being ported to epsilon
  8. there's two objects/displays that can also display guild emblems, and i was curious if it was at all possible to create a command or function of some sort to make these banners display a guild's emblem like you can with the outfit guild emblems the objects are: battlestandard_guild_horde_a_01.m2 battlestandard_guild_horde_b_01.m2 battlestandard_guild_horde_c_01.m2 battlestandard_guild_alliance_a_01.m2 battlestandard_guild_alliance_b_01.m2 battlestandard_guild_alliance_c_01.m2 guildchest_horde01.m2 guildchest_alliance01.m2 7dl_dalaran_guildchest_alliance01.m2(?) 7dl_dalaran_guildchest_horde01.m2(?) dont know if the 7dl_dalaran ones actually display then, but they look virtually identical to the ordinary guild chests; that said, i think if this were possible it'd be a cool way to decorate places in roleplay
  9. • Type of Bug: Command • Description: Shifting the doodads on an ADT while having imported another on top of it map will shift in the doodad-less ADT of the base map. • Evidence (Chat message/Screenshot): • Steps to reproduce: 1) shift in map (example: go to Eastern Plaguelands; shift in map 609) 2) doodad shift an ADT (example: corin's crossing) 3) behold. • Expected result: it shifts in ep_deathknightstart - doodadless - 40_28 • Observed result: it shifts in ep_azeroth - doodadless - 40_28 • Reproduction rate: 1,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000% • Additional information:
  10. • Type of Bug: command • Description: .phase forge npc clickable off resets when the server restarts • Evidence (Chat message/Screenshot): - • Steps to reproduce: forge an npc spawn said npc .phase forge npc clickable off the npc restart the server (or wait for it to do so) behold. • Expected result: it stays • Observed result: it staysn't • Reproduction rate: 100?% • Additional information: This has happened twice for me now so I think it happens constantly. Hard to test without waiting ages for the server to restart.
  11. idk if i made a thread on this but ive been making so many that i lose track .refresh does not update NPC positions anymore. I posted an issue on this a few weeks ago on the #game-support channel, but I suspect it went by unseen or something ?‍♂️
  12. well, playing sound to the SFX channel is more than enough imo. people don't turn their music on and the gradual fade between them makes it unfeasable to use for short sounds up to u if u feel its worth it ? ?
  13. really? damn i swear it was possible on trinitycore (because it worked on RPH) so i thought it was possible here too oh well ?
  14. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
  15. As it stands right now, .phase playsound exclusively plays audio to the music channel, and fades it from the current ambient music. This makes it impossible to use with anything short of music, and even then, people generally have their music disabled. I think it'd be better if you could, at least, choose the channel to play audio to. What I mean by that is things like this: .ph playsound 11803 sfx The above command would, for example, play sound 11803 to the sound effects channel (e.g. what you would hear if you have your sound unmuted). The command would be really useful for playing audio effects or music if it wasn't restricted to a channel people have generally muted or doesn't play nice with short audio files.
  16. epsilon plz fix wmos its been like 2 years i forgot why it hasnt happened yet
  17. • Type of Bug: Command • Description: The ".npc cast" command family is partially broken. .npc cast creature will never add more than one spell to the list. .npc cast delete will not properly delete entries from the list. .npc cast player does not function. • Evidence (Chat message/Screenshot): see below • Steps to reproduce: 1)---NPC CAST CREATURE ----Add a spell, e.g. via .npc cast creature 133 <targetGUID> 1 1000 ----Add another spell, e.g. via .npc cat creature 30455 <targetGUID> 1 2000 ----Use .npc cast list 2)---.NPC CAST DELETE ----Add a spell, e.g. via .npc cast creature 133 <targetGUID> 1 1000 ----Use .npc cast delete 0 (the first ID on the list) 3)---.NPC CAST PLAYER ----Cast a spell, e.g. via .npc cast player 133 1 <PlayerName> • Expected result: 1) Multiple spells should be queued up and casted. 2) The spell(s) in question should be deleted, and no longer be casted by NPCs. 3) NPCs should be able to cast spells upon players. • Observed result: 1) The NPC's will not cast the newly-added spell, and only cast the first spell added to the list. 2) The NPC will continue casting the deleted spell, but it will not show up with .npc cast list. 3) The NPC does not cast any OFFENSIVE SPELLS UNLESS the NPC is of a HOSTILE FACTION (e.g. faction 2563). Inversely, will not cast BENEFICIAL SPELLS onto players unless they are of a FRIENDLY faction (e.g. faction 35). • Reproduction rate: 1,000,000,000% • Additional information: plz fix
  18. this happens because the font used in the tooltip (Friz Quadrata Std if I'm correct) doesn't have any unicode characters in it: this means that anything outside of the base latin alphabet plus a very small amount of extras will be replaced with a ? how to fix it? i have no idea i but i guess if you replaced the tooltips' font locally in the WoW folder, you could work around the problem
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