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Creature_spawns can some help me

#1 User is offline   Muffler 

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Posted 30 September 2011 - 12:01 AM

creature_staticspawns table not used ?
I add npc to creature_staticspawnsin world creature spawned but waypint not works i mean if i add waipoint npc not move it stay

p/s/ i make wrong topic subject pls change to creature_staticspawns

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#2 User is offline   salamanda 

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Posted 01 October 2011 - 05:44 PM

Static spawns are static and can not change/move around/do anything other than stand there and look cool, as far as I am aware from testing. They are loaded as soon as you enter the map.

I don't know if this is the intended effect, but that's how it has been from my testing.
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#3 User is offline   Muffler 

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Posted 02 October 2011 - 03:05 AM

Hmm may be i some miss but in wiki

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Staticspawns prevent units from being unallocated when maps are shutdown. Commonly used for transports, as there is no other reason to optimize in this way unless the spawn or unit, is moving, or is on a schedule.


Static can use for move to

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#4 User is offline   salamanda 

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Posted 02 October 2011 - 04:24 AM

I think the feature is not yet implemented, if you look at the thread asking about creatures moving and being intractable with on a transport: http://arcemu.org/fo...showtopic=25449
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#5 User is offline   Muffler 

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Posted 02 October 2011 - 06:04 AM

No i want make statick patrol npc like
http://www.wowhead.com/npc=844
If world empty i mean if no players in server all npc sleep not move

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#6 User is offline   salamanda 

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Posted 02 October 2011 - 07:50 AM

View Postsalamanda, on 02 October 2011 - 04:24 AM, said:

I think the feature is not yet implemented


The transport was an example of something that uses the same if not similar features to static spawn it.

The functionality required to do this just does not exist on ArcEmu yet, I believe.
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#7 User is offline   jackpoz 

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Posted 02 October 2011 - 10:19 AM

the word "static" in the case of "static spawns" means that they won't move at all, not even a finger. I tried with a creature spawn and Creature::Update() is not even called for them. This means that they don't walk, don't attack you back, don't do anything at all (though the Lua gossip script worked fine).
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