Originally Posted by
Ranger1387
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;