Welcome to AC Web.
Results 1 to 6 of 6

Thread: Eluna Help

  1. #1

    Eluna Help


    REGISTER! (FREE)
    Registered members see less ads
    and also gain access to other great features.
    Good evening,

    I was wondering if anyone could solve this issue.

    Eluna trinity core 3.3.5

    ```````````````````````````````````````
    local function BandMF(eventId, delay, repeats)

    PerformIngameSpawn(1, Orc_Entry, 1, 0, 1281.3, -4338.72, 36.3603, 6.17947, false, EventDurationTime, 1)
    PerformIngameSpawn(2, Bleacher_Entry, 1, 0, 1307.12, -4344.38, 32.8911, 2.28986, false, EventDurationTime, 1)
    end


    local function BandF(event)
    CreateLuaEvent(BandMF, EventCooldownTime, 0)
    end

    RegisterServerEvent(33, BandF)

    ```````````````````````````````````````

    The main issue that creature "set to 1 in PerformIngameSpawn" would spawn and removed while player is beside it.
    But when you leave the zone where creature is they stack until you come back and the event repeats itself so when it repeats it remove the stacked npcs for some reason.

    For gameobject which is "set to 2 in PerformIngameSpawn" they aren't visible unless i have .gm on even if i change phase to 0-1-2 etc

    Thanks

  2. #2
    can u elaborate what u want it to do?

  3. #3
    Its just a script to summon objects / npcs on timed event without using DB/SQL game_event.

    Atm everything is working except that NPCS don't despawn on timed event except if player beside them even thought i didnt hook them to a player for them to work.

    Meanwhile gameobjects are in a .gm on phase for some reason and they dont spawn either if player be.

    To elaborate on what i want the script to do,
    A game_event script to summon creatures/object based on time and despawn them after the event is finished. Its like holiday events. But the idea is :

    1 - Dont want to use DB for that.
    2 - Dont want it to save it in db when things are spawned.
    3 - Dont mess up db like using " ( summongameobject / creature )" method

    Thats why i am trying with PerformIngameSpawn Method.
    Last edited by dark39; 06-28-2020 at 11:35 PM.

  4. #4
    Check if u can use : DespawnOrUnsummon the npc and with the object are u sure its in correct phase in db?.

  5. #5
    Yes pox, its in the correct phase thank for the help i have solved the phasing issue,

    ~~~
    the object phasing issue was that EventDurationTime should been 0 if its > 0 it will spawn in diffrent phase until repsawn time"EventDurationTime".

    PerformIngameSpawn(2, Bleacher_Entry, 1, 0, 1307.12, -4344.38, 32.8911, 2.28986, false, EventDurationTime, 1)

    Eluna Method
    PerformIngameSpawn( spawnType, entry, mapId, instanceId, x, y, z, o, save, durorresptime, phase )

    durorresptime
    Despawn time of the Creature if it's not saved or respawn time of GameObject.
    ~~~~

    How can i hookup (: DespawnOrUnsummon) in this type of script since i dont have creature/object in function. i have tried use it before posting the support but didnt work

    So now the issue is that npcs are still stacking when i am not in the area, and despawning "Correctly" when i am in the area
    and for gameobjects there are not despawning either way.

  6. #6

    REGISTER! (FREE)
    Registered members see less ads
    and also gain access to other great features.
    Quote Originally Posted by dark39 View Post
    Yes pox, its in the correct phase thank for the help i have solved the phasing issue,

    ~~~
    the object phasing issue was that EventDurationTime should been 0 if its > 0 it will spawn in diffrent phase until repsawn time"EventDurationTime".

    PerformIngameSpawn(2, Bleacher_Entry, 1, 0, 1307.12, -4344.38, 32.8911, 2.28986, false, EventDurationTime, 1)

    Eluna Method
    PerformIngameSpawn( spawnType, entry, mapId, instanceId, x, y, z, o, save, durorresptime, phase )

    durorresptime
    Despawn time of the Creature if it's not saved or respawn time of GameObject.
    ~~~~

    How can i hookup (: DespawnOrUnsummon) in this type of script since i dont have creature/object in function. i have tried use it before posting the support but didnt work

    So now the issue is that npcs are still stacking when i am not in the area, and despawning "Correctly" when i am in the area
    and for gameobjects there are not despawning either way.
    my bad for not responding think u should beable to do something like
    NameWhatEver = PerforIngameSpawn()
    NameWhatEver:SetRespawnDelay()

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •