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  1. #1
    Someguy123's Avatar Corporal
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    Creating Custom Instances

    Heyho,
    I googled throughout the whole web, and I actually did find something about creating custom instances, but only how to create NPCs, GameObjects, Loots for Instances or editing an existing instance.

    But not anything about creating a fully new instance (maybe based on an existing dungeon/map) and a portal to it.

    Maybe you could help me just to create the instance itself. (For the rest like NPCs I can take one of the other tutorials )

    I'd really appreciate your help, Thank you!

    Creating Custom Instances
  2. #2
    stoneharry's Avatar Moderator Harry


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    Everything in WoW is seperated by different maps (see the worldmap_info table).

    You can take any map and turn it into a instance, and there are a fair few unused one. Simple and done.

    To actually get in/out, WoW uses areatriggers. You can not make your own without model edits, but you can edit where they take you.

    Instead, make a invisible npc and have a script check for nearby players and if they are within 5 yards then teleport. Spawn a 'portal' object on top of that invisible npc to make it look like a portal.

    It's just a combination of gameobjects and npcs.

  3. #3
    Someguy123's Avatar Corporal
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    Thank you.
    I have encoutered this, searching for Areatrigger scripts: http://arcemu.org/wiki/index.php?title=Areatriggers
    So basically I could create a new Entry in the Database for my Port to my Instance and spawn a portal Gameobject on this place.
    And for the instance itself I take an existing map/dungeon ID and create a new Entry in the worldmap_info Database?

    Regards

    EDIT: http://www.mmowned.com/forums/world-...locations.html Is this one still working or too old?
    Last edited by Someguy123; 01-15-2011 at 01:57 PM.

  4. #4
    stoneharry's Avatar Moderator Harry


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    No you misunderstood completly.

    You can't add new entrys to the worldmap table or the area trigger table. They can only be edited. These are the maps and portals for WoW.

    You can changea map or areatrigger, and there are plenty of unused map id's... To make your own portal you would have to use a gameobject to show the visual of a portal, and a npc (invisible) scripted to make it teleport people.

  5. #5
    Someguy123's Avatar Corporal
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    Originally Posted by stoneharry View Post
    No you misunderstood completly.

    You can't add new entrys to the worldmap table or the area trigger table. They can only be edited. These are the maps and portals for WoW.

    You can changea map or areatrigger, and there are plenty of unused map id's... To make your own portal you would have to use a gameobject to show the visual of a portal, and a npc (invisible) scripted to make it teleport people.
    And what's with the Private Server saying to have custom instances? They only edit them? (I really don't know)

    And here a few questions
    -how can I make an Npc triggering ( I know how to teleport people in lua, but dont know how to trigger when they should be teleported)?
    -or are there already public scripts for this?
    -Can I "save" an Instance, e.g. if I want to change it temporary (like at an event)

    Thanks In advance and +Rep

    PS: Sorry for my bad grammar etc. I come from germany

  6. #6
    stoneharry's Avatar Moderator Harry


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    Custom Instances = Generally just instances edited.

    To make the teleport you would register it to on spawn check every X seconds for nearby players. If any are found and they are within X distance then teleport. Example:

    Code:
    function rabbit_teleporter_on_spawn_te(pUnit, Event)
     pUnit:RegisterEvent("rabbit_teleporter_on_spawn_te_te", 1000, 0)
    end
    function rabbit_teleporter_on_spawn_te_te(pUnit, Event)
     for a, plr in pairs(pUnit:GetInRangePlayers()) do
      if pUnit:GetDistance(plr) < 6 then
       plr:Teleport(0, -6850, -1539, 243)
       plr:CastSpell(64446)
      end
     end
    end
    RegisterUnitEvent(78041, 18, "rabbit_teleporter_on_spawn_te")
    If you want to only temporarily change an instance, use phasing.

    Go into the instance -> .char phase 2. Phase 2 is a utterly different phase to 1, so you won't see anything from 1 (1 is default). You can change other players this way as well or through a script using :SetPhase(x)

  7. #7
    Someguy123's Avatar Corporal
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    Originally Posted by stoneharry View Post
    Custom Instances = Generally just instances edited.

    To make the teleport you would register it to on spawn check every X seconds for nearby players. If any are found and they are within X distance then teleport. Example:

    Code:
    function rabbit_teleporter_on_spawn_te(pUnit, Event)
     pUnit:RegisterEvent("rabbit_teleporter_on_spawn_te_te", 1000, 0)
    end
    function rabbit_teleporter_on_spawn_te_te(pUnit, Event)
     for a, plr in pairs(pUnit:GetInRangePlayers()) do
      if pUnit:GetDistance(plr) < 6 then
       plr:Teleport(0, -6850, -1539, 243)
       plr:CastSpell(64446)
      end
     end
    end
    RegisterUnitEvent(78041, 18, "rabbit_teleporter_on_spawn_te")
    If you want to only temporarily change an instance, use phasing.

    Go into the instance -> .char phase 2. Phase 2 is a utterly different phase to 1, so you won't see anything from 1 (1 is default). You can change other players this way as well or through a script using :SetPhase(x)
    So basically I could set their phase when they join the instance through another portal (the one i made probably) and make 2 instances this way, while leaving the map etc. the same

    -I go into an instance, set my phase to 2
    -Delete all old NPCs, make new custom ones
    -Create a portal/npc whatever to access this instance (and on joining phase is set to 2)
    -Leave the old portal
    -So if their Phase is 1 it is still the old instance, but if their phase is 2 it is the new "custom" instance?

    And thanks for the script example, I'll try it now

  8. #8
    stoneharry's Avatar Moderator Harry


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    Yes but you don't need to delete the original npc's because when your in phase 2 you can't see or interact with anything in phase 1, visa versa.

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