Смердокрыл

Vehicle.dbc

1 hour ago, Kaev said:

Which words are a problem for you? If it's pitch and yaw, you can find a good description here: https://en.wikipedia.org/wiki/Degrees_of_freedom_(mechanics)#Six_degrees_of_freedom

That's very useful, thanks!

Words aren't always the problem though. I now understand the difference between yaw and pitch, but I don't understand the overall meaning of some fields. Basically, what do they do? The fields are: 

  • mouseLookOffsetPitch
  • cameraPitchOffset
  • facingLimit[Right/Left]
  • msslTrgt[Turn/Pitch/Mouse]Lingering
  • msslTrgtEndOpacity
  • cameraYawOffset
  • uiLocomotionType

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22 minutes ago, Смердокрыл said:

That's very useful, thanks!

Words aren't always the problem though. I now understand the difference between yaw and pitch, but I don't understand the overall meaning of some fields. Basically, what do they do? The fields are: 

  • mouseLookOffsetPitch
  • cameraPitchOffset
  • facingLimit[Right/Left]
  • msslTrgt[Turn/Pitch/Mouse]Lingering
  • msslTrgtEndOpacity
  • cameraYawOffset
  • uiLocomotionType

Offset = a value of how much is something shifted, e.g. a offset of 5 could be 5 pixel away from the middle of screen

mouseLookOffsetPitch = Probably the offset off the pitch of the camera that you have when you are in the vehicle

cameryPitchOffset = Probably camera always Offset away from something (i could think of the middle of the vehicle, like 20 could mean 20 pixel to right to have a third-person-camera feeling or smth.)

facingLimit = Probably how much you can spin ur camera or smth?

Lingering = Afaik that's something like a delay

EndOpacity = How much is the the thing visible, like 50% opacity = 50% transparency at the end of the movement of the vehicle

LocomotionType = Locomotion is probably the way the vehicle will move, no idea what that could be though

 

Again, i rly don't know if it is like that, but that comes in my brain when i think about these variable names in combination with some 3D stuff.

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/cast Dark Resurrection

Hey!

I managed to create a diligence combining 4 NPCs: the harness has two horses and the carriage mounted on it (the horses and the carriage are mountable)

Spoiler

JbkNoVxGQHc.jpg

 
 

As far as I know, that is the only way (and the way Blizzard did it, I think) to combine them. However, that creates an issue: I want players to mount the horses and control them, with the carriage following. How can I do that?

Also, a side question: I used vehicle id 959 for the carriage. It has all the right seats and animations, but it doesn't allow people to dismount (the button isn't there). How can I fix that?

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Wintergrasp Siege Engine has the behaviour you're wanting. It has the drivable element and then it also has the cannon element which is a vehicle NPC mounted onto the Siege Engine.

I'd start by looking at how they work. I must say though, I've been trying to make it work too and haven't had much time to invest into it - no luck yet either.

However... this is slightly different because the harness is the main vehicle, not the horses. I think you might need to switch it around so the horses are.

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Ok, I decided to use GilneasStagecoach.m2 (which has both the carriage and the harness as one model) for now, with the horses mounted on it.

So, two questions for now:

1) How can I make the player in seat 3 (seats 1 and 2 are for the horses) control the vehicle?

2) 

On 16.05.2017 at 0:58 AM, Смердокрыл said:

It has all the right seats and animations, but it doesn't allow people to dismount (the button isn't there). How can I fix that?

 

 

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I don't know if you can make it so vehicle seat 2 or 3 or beyond can control the vehicle, hence I said "the harness is the main vehicle, not the horses. I think you might need to switch it around so the horses are."

To allow someone to eject from a seat you probably need to add entries to VehicleUIIndSeat to bring up the relevant interface options. Try /script VehicleExit(); to see if it lets you get out of it without the interface, and if it does, then you need to sort out the button.

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On 18.05.2017 at 11:07 AM, Razmataz said:

I don't know if you can make it so vehicle seat 2 or 3 or beyond can control the vehicle, hence I said "the harness is the main vehicle, not the horses. I think you might need to switch it around so the horses are."

 

Forget the harness, I just have one vehicle now. How do I allow players to control it?

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On 18.05.2017 at 11:07 AM, Razmataz said:

Try /script VehicleExit(); to see if it lets you get out of it without the interface

 

I can't. I get an error message "You cannot do that yet"

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Ok, I managed to make the seat control the vehicle (by copying flags from some other entry in VehicleSeat.dbc. The horses even have the running animation when the carriage is running, but they turn in opposite directions, for some reason. So, when the carriage is turned left, both horses turn right. Can I fix that somehow?

Also, the carriage has turning animations for ShuffleLeft and ShuffleRight but never uses them when in game. How can I make it use those animations when I turn it?

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Unfortunately your guess is as good as mine at this point. You get the opportunity to experiment with this stuff and find out. My suggestion is to look at entries in the VehicleSeat/Vehicle.dbc that has data in those cells - and then see what their in game version looks like & does.

The carriage turning left while the horses turn right is actually - as from what I see in game - the horses going straight on and adjusting while the harness itself turns left. That's unfortunately simple mechanics about the steering mechanism being the centre/back, not the front.

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4 hours ago, Razmataz said:

My suggestion is to look at entries in the VehicleSeat/Vehicle.dbc that has data in those cells - and then see what their in game version looks like & does.

2

So far, I found out that it does not depend on flags (or flagsB). Probably the animations part.

4 hours ago, Razmataz said:

The carriage turning left while the horses turn right is actually - as from what I see in game - the horses going straight on and adjusting while the harness itself turns left. That's unfortunately simple mechanics about the steering mechanism being the centre/back, not the front.

3

The turning problem also happens when there is no carriage (so just two horses mounted on a harness npc).

 

I am doing some research at the moment. For now, I managed to find a list of possible Vehicle flags and power types (added to the wiki).

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12 hours ago, Razmataz said:

The carriage turning left while the horses turn right is actually - as from what I see in game - the horses going straight on and adjusting while the harness itself turns left. That's unfortunately simple mechanics about the steering mechanism being the centre/back, not the front.

3

This is what happens:

wYECVywqOVU.jpg

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Core behaviour issue / something wrong with the vehicle you've made. I don't have an issue like that, I'm afraid.

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13 hours ago, Razmataz said:

Core behaviour issue / something wrong with the vehicle you've made. I don't have an issue like that, I'm afraid.

Ok, I made an Issue report on my core's repository. Let's see what they say.

22 hours ago, Смердокрыл said:

I am doing some research at the moment. For now, I managed to find a list of possible Vehicle flags and power types (added to the wiki).

 

Do you have any suggestions where I should look for Vehicle flagsB? Flags were listed in VehicleDefines.h, while VehicleSeat flags and flagsB were in DBCEnums.h

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TrinityCore and "the game" are not the same. Searching inside TrinityCore will come up with a lot of "we don't know shit about this" and thus no references. That says nothing about the actual game.

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8 minutes ago, wungasaurus said:

TrinityCore and "the game" are not the same. Searching inside TrinityCore will come up with a lot of "we don't know shit about this" and thus no references. That says nothing about the actual game.

But it does work somehow, doesn't it? If not the server, what makes it work?

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Just now, wungasaurus said:

If it isn't the server, there is, uh, the client.

I know, but I thought the client sails as its server commands.

So, do I understand correctly, that the client is taken from blizzard (obviously) and the server is hand-made by the TrinityCore enthusiasts in order to provide the client with values so that it, through mechanisms mostly unknown, produces the desired result?

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