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  1. #1
    Lakotaness's Avatar Member
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    LUA STealth Script Issue

    Code:
     
    function atalistalker_stealthspawn (pUnit, Event)
    pUnit:FullCastSpell(42943)
    end
    RegisterUnitEvent (71002, 6, "atalistalker_stealthspawn")
    function atalistalker_entercombat (pUnit, Event)
    pUnit:SendChatMessage(BLAH, 0, "The sand around you begins to shift...")
    end
    RegisterUnitEvent (71002, 1, "atalistalker_entercombat")
    function atalistalker_attack1 (pUnit, Event)
    pUnit:FullCastSpellOnTarget(44415, pUnit:GetRandomPlayer(0))
    end
    RegisterUnitEvent (71002, 1, "atalistalker_attack1")
    function mob_wipe(pUnit, event)
         pUnit:RemoveEvents()
    end
    RegisterUnitEvent(71002, 2, "mob_wipe")

    My problem is that when this mob spawns, it goes into stealth like it is meant to. however, you can see the mob from any distance.

    I checked the spells with players and they work normally on characters. Also, I cannot get the script to when all targets are dead, it re-enters stealth. Rather, it remains unstealthed or it stays in stealth the whole fight.


    Im basiclly a LUA noob as anyone can most likely tell, however what do I need to do to fix this problem? I'd like to release a totally custom instance to mmowned once this is released on my server. Just need to get the kinks like this one out first ^^ Thanks to anyone who helps.

    And a nice +Rep x2 rep.
    Last edited by Lakotaness; 06-15-2008 at 03:37 AM. Reason: Recolor.

    LUA STealth Script Issue
  2. #2
    TheSpidey's Avatar Elite User
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    Core support is required for mob stealth

  3. #3
    Power of Illuminati's Avatar Contributor
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    If you are using a funserver realm for 70s, you don't want a level 1 stealth spell

    Test this spellID instead

    32199

    level 65 stealth.

  4. #4
    mager1794's Avatar Member
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    good eye illuminati : )

    Code:
    function mob_wipe(pUnit, event)
    pUnit:FullCastSpell(32199)
    pUnit:RemoveEvents()
    end
    replace that with your mob_wipe on hour script that will make it go back into stealth
    Last edited by mager1794; 06-15-2008 at 11:18 AM.
    Lunar Gaming - Reaching For The Stars

  5. #5
    Lakotaness's Avatar Member
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    Code:
     
    function atalistalker_stealthspawn (pUnit, Event)
    pUnit:FullCastSpell(32199)
    end
    RegisterUnitEvent (71002, 6, "atalistalker_stealthspawn")
    function atalistalker_entercombat (pUnit, Event)
    pUnit:SendChatMessage(9, 0, "The sand around you begins to shift...")
    end
    RegisterUnitEvent (71002, 1, "atalistalker_entercombat")
    function atalistalker_attack1 (pUnit, Event)
    pUnit:FullCastSpellOnTarget(44415, pUnit:GetRandomPlayer(0))
    end
    RegisterUnitEvent (71002, 1, "atalistalker_attack1")
    function mob_wipe(pUnit, event)
    pUnit:FullCastSpell(32199)
    pUnit:RemoveEvents()
    end
    RegisterUnitEvent(71002, 2, "mob_wipe")

    I tried using different stealths earlier [The one before was uberstealth, something that when I use as a player, no one else can see] this one gave me the same result. Any stealth spell I've tried ends the same way. The mob looks stealth faded and has the stealth icon, but you can see him from any distance. Also the re-edited script did not change my other problem that he stayed in stealth during combat.

  6. #6
    Lakotaness's Avatar Member
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    Not sure if this would help.. Im using the latest ACWeb Repack, ascent rev 4336.

  7. #7
    Hellgawd's Avatar Member
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    Stealth Scripting in LUA is something I tried along time ago..
    then I realized, it was impossible.
    Try C++.

  8. #8
    Lakotaness's Avatar Member
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    Could anyone point me in a direction of how I would script a mob to stealth on spawn and leaving comabt in C++?

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