Making a boss to summon adds, how does it work in Trinity Core? menu

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  1. #1
    Badcobra10's Avatar Member
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    Making a boss to summon adds, how does it work in Trinity Core?

    Hey,

    Sorry once again for disturbing you guys with my questions (Ye I got a lot of them).
    Anyway, I made NPCs to cast spells in C++ (and same thing with the boss).
    Of course I tried to find it out from the Trinity Core own C++ scripts but most of the adds are summoned with spell in them.

    In ArcEmu:
    Code:
    _unit->GetMapMgr()->GetInterface()->SpawnCreature(uint32 Entry, float x, float y float z, float o, bool AddToWorld, bool Template, uint32 Misc1, uint32 Misc2, uint32 phase);
    But I have no idea how they are summoned in Trinity Core because it has a different scripting style than ArcEmu.

    Thanks for any help I get from you.

    Making a boss to summon adds, how does it work in Trinity Core?
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    Apson's Avatar Member
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    You may look for something like that in standard boss scripts the next time.

    Structure:
    Code:
    SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0)
    For Example:
    Code:
    me->SummonCreature(CREATURE ID, me->GetPositionX()+15.0f, me->GetPositionY()+15.0f, me->GetPositionZ());

  3. #3
    Badcobra10's Avatar Member
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    Originally Posted by Apson View Post
    You may look for something like that in standard boss scripts the next time.

    Structure:
    Code:
    SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0)
    For Example:
    Code:
    me->SummonCreature(CREATURE ID, me->GetPositionX()+15.0f, me->GetPositionY()+15.0f, me->GetPositionZ());
    Thanks! Thats just what I'm looking for

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