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Erkor

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Everything posted by Erkor

  1. its a pain in the ass to make every waypoint individually delayed by 1 so formations work, or to make them all a specific movetype. plz let us use a subcommand to do it to every waypoint xoxo
  2. Erkor

    .way stop dodnt work

    this works now(??)
  3. basically: The ability to give forged NPCs an on-click sound when they're made with a custom displayID. For example, you make a human male NPC with a custom displayID, then assign it to play sound ID 5971 when you click on him. Then, he plays one of the human male NPC greeting sounds. Maybe the same for farewells, separately? I think you get the idea.
  4. idk what causes it i imagine it's related to whether the npc can "see" the waypoint or not/if it de-renders for it, but if you make a waypoint system with a very high range, npcs will start jogging instead, and at some point just break entirely. idk what causes it but it seems similar to the formation issue, which makes me think that spline curves on waypoints might break at a certain distance? idk
  5. Erkor

    .lo obj filtering

    uhhh how do i explain this So, imagine you're making a build and you're looking for a specific few objects, so you look them up: but the keyword you're searching is loaded with tiles which bloat and obscure the results you need. My suggestion is the ability to filter for (or filter out) certain keywords while looking things up, e.g.: .lo obj human -buildingtile This would look up anything with "human" in it, unless it has the word "buildingtile" in the name. That's basically it. There's a few things you can search that has a lot of tiles obscuring it, and with 56 thousand more being added in 8300a, I feel that might make it just a bit harder to find ordinary wmos and m2s.
  6. there's no way i can't spell out the issue in the title sorry but .phase forge npc outfit feature 2 1 doesn't do anything when you use it on an orc, when it should (to my knowledge) make them straightbacked, as feature 0 is for tusks and feature 1 for accessories
  7. the patch is 2 years old my friend
  8. -1 is a radius; by using -1, you're setting it to be infinite. it isn't locked by zone, but by a distance from your character you'll have to use a reasonably high import radius instead
  9. issue: .way stop stops the waypoint, but after an amount of time (usually a couple minutes? idk) the NPC starts on their waypoint again, without being prompted to. steps to reproduce: make waypoint system .way start .way stop after a hot minute or something wait reproduction rate: ???%
  10. hey miss u

  11. It'd be nice if there was a command to turn you invisible to players while DMing (e.g. .ph dm invis, or something like that) without needing to use a morph. While it's the simplest choice, I think it'd be nice to be invisible to RPers while still seeing yourself -- it makes spawning and moving NPCs to certain locations much easier. More of a QoL suggestion than something that needs to exist.
  12. On .WMOs you spawn, .npc walk and .npc run will make the NPC fall through the ground unless you use .npc fly (in which case they will swim). I can't be bothered doing the form for this.
  13. Erkor

    .mod anim suggestion

    oh shit if you can do that do it PLEAS PLEAS PLZ PLZLPZZLZZ
  14. hi this is probably not happening or completely nebulous in whatever eta i could potentially give you i'd rather wait until devs like kori are less swamped with bugfixing and other additions and stuff before i make a female satyr model that needs to get rigged and added to the cdn and all that stuff
  15. while the current functionality of .mod anim is really cool in my opinion i think it should be consolidated into .mod stand (or maybe both should be turned into something like .mod emote my reasoning for this is that i feel .mod anim would be very interesting if it actually let your character perform an animation ID instead of the emote ID from the Emotes list, exactly how .gob anim works but on players, and maybe a variant for NPCs in .npc anim it's only through that way we can access things like the artifact holding animations (e.g. ArtMainLoop, ArtOffLoop, et cetera) and a lot of the animations for spellcasting that are either only bound to some spells that can't be used without a target, or don't function period e.g., you could use .mod anim 1330, and subsequently make your character stand like this: forgive the character model, but it's the only way i can show this off without opening a program like WMV. .gob anim functions the exact way i envision this idea, but the lynchpin there is that it only works on objects thank you
  16. to add onto this: https://streamable.com/rpx8sp
  17. In essence, a command set to edit the density (and maybe other attributes if possible) of fog to create an atmosphere similar to weather in a phase. I don't really have much more to say about it because I don't want to start sounding presumptuous about what the command should have and whatnot; being able to do something like .ph set fog <0-100> or whatever would suffice already, since I think most skyboxes have their own fog color anyways.
  18. .doodad select gives you the angle and worldport coordinates for the doodad, but this would make it much easier it'd be nice if we could copy coordinates too if .doodad go isn't possible
  19. Erkor

    old azeroth

    We have access to the files, right? I think it'd be nice to have the old worlds imported as non-replacing maps that can be shifted and edited on their own. My guild, for example - Stormbrace - is based on Classic's timeline. Certain maps in cataclysm are so incredibly changed that they're practically unusable in this guild unless we did some extreme mental gymnastics to try and imagine away Deathwing's destruction in the Badlands, or the giant gash between the Barrens zones. Sure, it might have some problems, e.g. Stormwind City being broken, partially, but that shouldn't hold people off. Every other city works, to my knowledge, and Stormwind City in particular shouldn't be the lynchpin. I'm sure that issue can be fixed (considering stormwind.wmo and stormwind2.wmo are WotLK-era, anyways) after the fact. I think players would be all-in-all glad about the addition, even if it comes with a minor bug in one model's collisions.
  20. • Type of Bug: Command • Description: .npc cast creature does not function. • Evidence (Chat message/Screenshot): - • Steps to reproduce: -Make a couple NPCs. -use .npc cast creature 237639 <GUID> -Triggered is optional. • Expected result: the npc cast da spell • Observed result: the npc no cast da spell • Reproduction rate: 100% • Additional information: Adding repeated spellcasts with the delay argument does not function, either. It doesn't add any more spells to the cast list beyond one entry, which you can't delete.
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