NPCs run - HELP!

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  1. #1
    Novice tpiom is offline
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    Jul 2010 Join Date
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    Showoff NPCs run - HELP!

    Hello.

    First, bear with me - I'm a noob at this.
    I'm trying to get the NPCs to walk in normal speed - but they all run.

    Here's the step I'm taking:

    1. I log in to WoW and spawn Arthas (.npc add 26499)
    2. Walk a bit away from him, and command: .npc move. The npc uses speed run to get to me.
    3. I delete him as he ran to me (.npc delete)
    4. I open up HeidiSQL.
    5. mangos -> creature_template -> Data -> locate entry 26499 change his speed_walk to 0 (negative?) and his speed_run to 7.5 (it was on 1.x earlier and it was fast, so I figured I would go the other way to slow him down)
    6. Exit HeidiSQL (File -> Exit).
    7. Quit and restart mysql.bat
    8. Repeat step 1 and 2... Step 3 still happens.

    Why is this happening?
    Help a friend in need. I'm trying to create a film but... I've had this issue with 3 repacks (of ArcEmu) and now with Mangos?! Please - help!

    I'm using Winkdogs 3.3.5 Repack (if it matters)

    - Tpiom
    Last edited by tpiom; 30-07-10 at 04:18 AM.


  2. #2
    Novice tpiom is offline
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    Jul 2010 Join Date
    3Posts

    Re: NPCs run - HELP!

    I found this, I'm not the only one it seems:
    mmowned.com/forums/world-of-warcraft/emulator-servers/questions-requests/299662-all-npc-huge-speed.html

    One guy says, I quote:

    "The npc's speed are defined within Creature.cpp, at the beginning of the code. And is used mostly in AIInterface.cpp, look for Melee Agent (by default) or the other agents if you want to spot the problem.

    EDIT: If you are still unlucky, you can check also the AIInterface::SendMoveToPacket or AIInterface::getMoveFlags() functions to see if something is messed up, like the flags switched."

  3. #3
    Account Upgraded | Title Enabled! Quakes69 is offline
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    Jun 2007 Join Date
    327Posts

    Re: NPCs run - HELP!

    First off, .npc move is a command to move that npc where you're standing. In most cases it's used to define where that npc is going to be standing at. if you want to add movement. That's another command!

    Try these,

    ".npc addmove" Syntax: .npc addmove #creature_guid [#waittime]

    Add your current location as a waypoint for creature with guid #creature_guid. And optional add wait time.

    ".npc setmovetype" Syntax: .npc setmovetype [#creature_guid] stay/random/way [NODEL]

    Set for creature pointed by #creature_guid (or selected if #creature_guid not provided) movement type and move it to respawn position (if creature alive). Any existing waypoints for creature will be removed from the database if you do not use NODEL. If the creature is dead then movement type will applied at creature respawn.
    Make sure you use NODEL, if you want to keep the waypoints.

    ".npc spawndist" Syntax: .npc spawndist #dist

    Adjust spawndistance of selected creature to dist.

    Secondly, .npc spawndist is widely used for a randum patern. Meaning the NPC will spawn at said point and then walk out to so much of a distance that you set it to be and walk back to said spawn point and or do it in the spawn distance. Way points and so forth are for walking in a set patern. As you probrably seen with some NPC's that walk down the block and come back saying annoying crap.
    Last edited by Quakes69; 31-07-10 at 12:15 AM.

  4. #4
    Proficient Member Cobra101 is offline
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    Jul 2006 Join Date
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    157Posts

    Re: NPCs run - HELP!

    Why he's actually moving in the first place is beyond me. .npc move should remove him from his current position and place him at yours; as was stated.
    If you use the command to get an NPC to approach you, they'll do it at their maximum coded speed no matter what; similar to what tpiom said.

  5. #5
    Valued Member Akreao is offline
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    Dec 2007 Join Date
    Ontario, CanadaLocation
    144Posts

    Re: NPCs run - HELP!

    Mob movement speeds are defined in the creature's row in the creature_template database table.



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