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  1. #1
    Snoogens's Avatar Member
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    Line Of Sight

    There's been a few line of sight threads over the years.
    There's a general consensus that it all happens server side, and that there's no dynamic public "solution" to proper line of sight irregardless of player race and target "size" when using TraceLine.
    Most solutions I've seen are a Z axis on both units inflated by 1.8 to 2.0.
    However I haven't found a recent thread on this, so I figured I'd check with you guys.

    Has anyone actually figured out a good dynamic LoS calculation for the Z axis when using TraceLine that works for all races?

    Line Of Sight
  2. #2
    Borg333's Avatar Member Authenticator enabled
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    Did you tried z+ObjectPointer.Height offset?

  3. #3
    oiramario's Avatar Established Member
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  4. Thanks MrNoble (1 members gave Thanks to oiramario for this useful post)
  5. #4
    Snoogens's Avatar Member
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    Originally Posted by Borg333 View Post
    Did you tried z+ObjectPointer.Height offset?
    Indeed, however this doesn't seem to be accurate at all.

  6. #5
    hjalplos's Avatar Member
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    Originally Posted by Snoogens View Post
    Indeed, however this doesn't seem to be accurate at all.
    add 1.5 to each Z coordinate. It works ok. Then check for error message when needed?

  7. #6
    Adelaclicksud's Avatar Member
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    There's been a few line of sight threads over the years.
    There's a general consensus that it all happens server side, and that there's no dynamic public "solution" to proper line of sight irregardless of player race and target "size" when using TraceLine.
    Most solutions I've seen are a Z axis on both units inflated by 1.8 to 2.0.
    However I haven't found a recent thread on this, so I figured I'd check with you guys.

    Has anyone actually figured out a good dynamic LoS calculation for the Z axis when using TraceLine that works for all races?


    I have same issue.
    Last edited by Adelaclicksud; 10-22-2022 at 08:30 AM.

  8. #7
    oiramario's Avatar Established Member
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    I doubt that you have not found the correct offset, or even tested it yourself.
    Find an obstacle and a target about your height, and test your ray collision offset.xx.jpg

  9. #8
    Snoogens's Avatar Member
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    Originally Posted by hjalplos View Post
    add 1.5 to each Z coordinate. It works ok. Then check for error message when needed?
    lol, the entire point of the thread is to avoid a static.

  10. #9
    Snoogens's Avatar Member
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    Originally Posted by oiramario View Post
    I doubt that you have not found the correct offset, or even tested it yourself.
    Find an obstacle and a target about your height, and test your ray collision offset.xx.jpg
    I have, and it simply isn't accurate for all situations and races, PVP and PVE. I know TrinityCore uses this for instance, and it's simply not accurate.

  11. #10
    oiramario's Avatar Established Member
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    The calculation amount of ray trace is very heavy. It is impossible and unnecessary to calculate on the server side.
    const uint64_t WorldIntersect = 0xF160F0;

  12. Thanks ChrisIsMe (1 members gave Thanks to oiramario for this useful post)
  13. #11
    ChrisIsMe's Avatar Contributor
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    aaaaaaaaaaaaaaaaaaaa
    Last edited by ChrisIsMe; 11-01-2023 at 04:57 PM.
    no war

  14. #12
    hjalplos's Avatar Member
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    Originally Posted by ChrisIsMe View Post
    Real and true.



    Blizzard (Amongst many other games) have never used server side collision in just about all of their games..

    There's even 'community' modified games and additions to games that do not do this, think of things like FACEIT

    Trinity Core has a pretty terrible and bad implementation of server side LOS checks and I do not know where they got the idea to even implement it because the game already takes care of it.

    TrinityCore/Object.cpp at master . TrinityCore/TrinityCore . GitHub
    Well the server doesn't run any WoW Client so monsters (server side) needs this?

  15. #13
    tommingc's Avatar Active Member
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    I think the client uses the traceline everywhere, the client side Los check also uses traceline, just need to find a correct flag combination?

  16. #14
    scizzydo's Avatar Contributor
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    What I do is multiply the units height by the effective scale, and modified scale (if they're > 1.0 or <) and add that to the z axis. Seems pretty good, and works well on bosses that fail if you did just height + z (like the dragon dude for example in MoP, first thing that came to mind). The height read in the main object struct is just the model height, and since some models are scaled larger or smaller, you multiple the model height by their effective scale (for example the training dummies in the cities, they all share the same height, but are obviously different). So, since you have the object already since you're getting it's X/Y/Z you can get the other values you need.

    I play on retail only, but did WoTLK classic when it hit. The model height is at 0x5C on retail, and was at 0x9C on WoTLK classic when I checked there last (shortly after launch). The modified scale is the scale applied when the object has temporary applied size changing modifiers.

    Up to you now to find those effective and modified scales
    Last edited by scizzydo; 11-30-2022 at 09:15 PM.

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