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  1. #1
    Noname37's Avatar Member
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    Spawning Houses

    Hey guys.

    I've got a small private server for myself and my bro's.

    The one thing we'd like to create are houses for ourselfs.

    Ive seen people do it on other servers, but I dont know how to do it myself. I do know a little about the commands for spawning object such as .gobject spawn and .gobject select etc, but Is there any way I can spawn a house fully at one time instead of only being able to select chairs and crap that you can "activate"?

    Im using Johved's Repack 3.1.x with his Admin Control Panel program, which allows me to to import SQL's, though I dont know exactly how helpful that will be for this situation.

    Thanks for any help you can provide

    Spawning Houses
  2. #2
    Vision1000's Avatar Member
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    You're going to have to make your own game objects, It is quite simple. You just find a displayID for a house, and then create a game object with that ID. Heres what you do. (Assuming you have Navicat or a similar program)

    1). Go into gameobject_names and create a new entry.
    2). Put in an entry ID that isn't already taken (if it is taken, it will prompt you to choose a new one)
    3). The type of gameobject is important; heres a list of the different ones.
    Code:
    1 - Button
    2 - Quest
    3 - Chest
    4 - Binder
    5 - Generic
    6 - Trap
    7 - Chair
    8 - Spell Focus
    9 - Text
    10 - Goober
    11 - Transport
    12 - Area Damage
    13 - Camera
    14 - Map Object
    15 - Mo Transport
    16 - Duel Arbiter
    17 - Fishing Node
    18 - Ritual
    19 - Mailbox
    20 - Auction House
    21 - Guard Post
    22 - Spell Caster
    23 - Meeting Stone
    24 - Flag Stand
    25 - Fishing Hole
    26 - Flag Drop
    5 and 14 is whats generally used for most gameobjects. 14 is a lot more common with larger objects like houses. (If you use Type 5 when the object requires Type 14 it will just show up as a blue and white checkered cube)

    Then under displayID or Display enter in one of the following;
    Code:
    7708 - Docks
    7709 - Broken Blimp
    7806 - Tuskar house no roof
    7807 - Tuskar hut with root
    7808 - Alliance watch tower broken with scaffolding (The ones near naxx in dragonblight)
    7832 - Grizzly Hills INN
    7847 - Westfal Small house
    7914 - Alliance Wall
    7915 - Alliance Side Wall(Pillar)
    8010 - Small house
    8011 - Stables
    8012 - LumberMill
    8013 - FarmHouse
    8014 - Farmhouse Old
    8015 - LumberMill Old
    8016 - Stables Old
    Those are all Map Objects (Type 14). I got these ID's from my own small list of ones i like to remember.

    If you do not have Navicat or a similar program, but you can import SQL's. enter in this.

    Code:
    INSERT INTO `gameobject_names` VALUES ('ENTRYID', 'TYPE', 'DISPLAYID', 'NAME', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0');
    Replacing the text highlighted in red with the correct numbers. (That being if the repack is arcemu, i'll go find aspire structure of gameobject_names and post back in a sec)

  3. #3
    Dynashock's Avatar Contributor

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    As an addition to the well written post above: you can find the displayid's of objects in your GameObjectDisplayInfo.dbc file. (You can open it with various programs, I use MWStudio to open either patch-enus(-2).mpq (or gb) or locale-enus (or gb).) If it's a OBJECTNAME.mdx file use 5 as type, if it's OBJECTNAME.wmo use 14.
    There are a few other extensions, but I'm not certain which requires which (even if it does require 5 or 14).

  4. #4
    Noname37's Avatar Member
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    Wow very well writen thank you guys.

    I'm going to attempt to add some of my own game objects. Any luck on the SQL code for Aspire? Thanks again guys.

  5. #5
    logan123's Avatar Member
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    Big help

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