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  1. #1

    Map Function - Trinity Core Script


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    I need a function to get Map info by setting the mapEntryID

    I got mapEntryID = 1
    So I need a function to get Map Info (ex. Name, zones, etc) by only having the ID.

    Is there any function to do this?

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    Also, any idea why last fields showing wrong ints?
    It's referred to ZoneID and GMLevelAccountID (showing trash, garbage characters)
    On edited function, normal function (the one commented '/**/') works normal

  2. #2


    #include "MapManager.h"

    Map* map = sMapMgr->FindMap(mapId, InstanceId if any);

    If you're getting garbage characters convert the integers to string with std::to_string

  3. #3
    Getting error, sMapMgr not defined ?? I already included MapManager.h

    Int to string worked, thanks!

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    Re-opened Core and issue was fixed. Thank you! +rep (already +rep)

    - - - Updated - - -

    BTW, Im working with waypoints, and NPC seems to stop at every WP, gives a 'paused' movement type, how do I make him to go 'continued' movement type?
    And requires a player near in order to the npc to move, if you not near the npc, their waypoint stop.
    Last edited by molinita; 01-07-2020 at 07:39 PM.

  4. #4
    You have to set the creature to active (me->setActive(true)) And I think you can do me->GetMotionMaster()->Initialize() or MoveIdle to unpause waypoints. Check the ScriptedEscortAI

  5. #5
    Quote Originally Posted by kevingcat View Post
    You have to set the creature to active (me->setActive(true)) And I think you can do me->GetMotionMaster()->Initialize() or MoveIdle to unpause waypoints. Check the ScriptedEscortAI
    Kevin, setActive fixed the player near in order to npcs to move.
    Still their movement is kinda paused between every wp. Any idea?

  6. #6
    Wym by stopped for like half a second or for like a whole 10 seconds

  7. #7

  8. #8

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    That's a problem with trinity's waypoint system I guess

 

 

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