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  1. #1
    Ranger1387's Avatar Private
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    Collision Barrier Editing

    I am currently running a 3.3.5 trinitycore server (self compiled) and was looking at various holiday events to see if they worked Blizzlike. I ran into the Headless Horseman in Scarlet Monastery and the script works for the most part. However, I have noticed an issue which brings up this question. When he spawns, it appears as though he is attempting to ride in a circular pattern while flying and return to the player. The problem is he isn't flying very smoothly as if he is running into an invisible ceiling. I was curious as if that's the case and upon turning my flight on, I discovered the instance has this collision barrier at the ceiling and is set pretty low, I was only able to fly about twice my height or so off the ground.

    I am aware there is a "Ghost Wall" object in game that effectively serves as an invisible collision barrier to prevent players from passing through, but even when I use that in GM mode I can still see it's purple check and UI bar to indicate its base. Is there a way to modify the map's "world ceiling" as it were, or to detect these invisible collision points and either raise it higher or remove completely, and how would one go about doing this if possible.

    Collision Barrier Editing
  2. #2
    stoneharry's Avatar Moderator Harry


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    We need to see a video to see exactly what you mean. It is more likely the creature isn't being flagged properly to fly/hover than a collision barrier, since most creatures if told to will ignore collision.

  3. #3
    Ranger1387's Avatar Private
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    I will try to get a recording later on today, but you wouldn't happen to know the flag for ignoring collision would you?

  4. #4
    stoneharry's Avatar Moderator Harry


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    Originally Posted by Ranger1387 View Post
    I will try to get a recording later on today, but you wouldn't happen to know the flag for ignoring collision would you?
    You would need to flag it for flying and set the corresponding bytes. I don't know them off the top of my head, but any other TrinityCore script that has a boss that flies you can look at. I can think of Onyxia off the top of my head.

    Here is Onyxia's code to start the fly phase:

    https://github.com/TrinityCore/Trini...oss_onyxia.cpp
    Code:
                        case 10:
                            me->SetCanFly(true);
                            me->SetDisableGravity(true);
                            me->SetByteFlag(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND | UNIT_BYTE1_FLAG_HOVER);
                            me->SetFacingTo(me->GetOrientation() + float(M_PI));
                            if (Creature * trigger = me->SummonCreature(NPC_TRIGGER, MiddleRoomLocation, TEMPSUMMON_CORPSE_DESPAWN))
                                triggerGUID = trigger->GetGUID();
                            me->GetMotionMaster()->MoveTakeoff(11, Phase2Floating);
                            me->SetSpeed(MOVE_FLIGHT, 1.0f);
                            Talk(SAY_PHASE_2_TRANS);
                            instance->SetData(DATA_ONYXIA_PHASE, Phase);
                            events.ScheduleEvent(EVENT_WHELP_SPAWN, 5000);
                            events.ScheduleEvent(EVENT_LAIR_GUARD, 15000);
                            events.ScheduleEvent(EVENT_DEEP_BREATH, 75000);
                            events.ScheduleEvent(EVENT_MOVEMENT, 10000);
                            events.ScheduleEvent(EVENT_FIREBALL, 18000);
                            break;

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