Trinitycore: Zul'Aman timed event

Created on 16 Jan 2013  路  27Comments  路  Source: TrinityCore/TrinityCore

Most helpful comment

Its funny, because ZA used to work until they "fixed" the quest dialogue on harrison jones and the gong.

In my experience that happens often around here. While the developers do a great job, it's difficult to do regression testing when everyone else around here just wants to play the game. Nobody seems interested in just being a patch tester.

Imagine how much greater Trinity could be with proper workflow: Dev -> Alpha -> Bugfixes -> Beta -> Bugfixes -> Commit

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It might help if you specify what exactly doesn't work

  1. Can't start the event (npc is missing, won't talk to you, etc.)
  2. Can start the event but can't open the door
  3. Can't complete the event

actually enter zulaman open door with gong and timer dont appear and all mechanics related with timed event work before malcrom scripts over harrison jones.

Still waiting on a solution. The timed events do not get sent to the players at all nor do the hostages spawn or work with their various loots

@malcrom allegedly fixed this issue once but the post didnt have the reference to it at all and it still doesnt work in the latest version of trinitycore 3.3.5

So are we just not gonna acknowledge this? or?

Post some useful information about the issue here, so it can be used as a guide to where to start working on the problem. As long as the issue stays poorly described, nobody has a clue where to start.

@illfated I did and you fellers closed it. But allow me to pontificate.

When Harrison Jones begins his shindig, and we begin banging the gong, he'll do his walk and talk and open the door, Once the door opens, the two trolls that run up do not aggro on the player nor do anything to harrison. Once that occurs, the timed event also does not start, and is not displayed at the top of the screen nor are the hostages that are supposed to spawn with their locked chest items spawning at all. Additionally, upon completion of the bear boss, it should add 15 minutes to the timer, and killing the eagle boss should add 10 minutes. Obviously this does not happen because the event timer does not kick off.

I would also like to additionally report that the scouts in the raid are supposed to run to the nearest group of mobs and aggro them unless they are restrained and killed by the players.

Upon completion of each boss, their hostage should be able to be talked to and they should unlock their cage door, walk to their respective chest, and unlock it. As they do not spawn, this does not occur. I believe I spotted one hostage once and it was dead.

When the timer expires all hostages should die.

Does this information suffice, or do you require additional amplifying information as to the issue ticketed?

No feedback, I love it. Really shows how much the developers of trinitycore care, Cant fix an issue half a decade old.

If you don't like the product you can ask for full refund.

Not to mention, this is a learning project. Bring your inner dev out and dig into this yourself and try to find a solution for it!

mofo, My solution was to report a thing that was reported 3 other times and completely fucking ignored for more than half a decade, How do you THINK I'm gonna react?

And if I bring my "inner dev" out, my work around would count as a custom feature, which trinitycore does not only not support, but seem to hate in my experience. Besides, Murphys law says as soon as I'd actually finish a solution THEN We would finally get a solution and it would be a waste of time.

Reporting the same bug on more tickets doesn't gives people motivation to fix them, more the opposite. No one is here to gain money, so it can be bugged for another half a decade as long no one wants to fix it.

And if I bring my "inner dev" out, my work around would count as a custom feature, which trinitycore does not only not support, but seem to hate in my experience

This isn't entirely true. I've added a few custom features over the years, some were accepted, others were rejected and others were accepted and then reversed sometime later.

One thing a bout 335 and custom features is that it is so old now and impossible to get new, accurate sniff data, it almost requires workarounds and custom features to fix anything these days. I'd say go ahead and submit your fix. Even if it isn't accepted by the team, other people may still use it if it remains available as a GIST or patch or whatever. I'd probably incorporate it into my private server if Trinity chose to leave it broken because I still enjoy 335 over Master for my Hunter (I like the old mana / pet feeding vs. focus / pets aren't pets anymore).

To me it feels less cheaty to have a hack/workaround when there's no official data than it does to use a GM command to complete something :smile:

IDK if its just that Im old but once upon a time I would make a post and get yelled at and deleted because LOLCUSTOM.

that said, you're probably right Smite, it is a new decade I should probably just figure out what they broke and try to fix it myself. Its funny, because ZA used to work until they "fixed" the quest dialogue on harrison jones and the gong.

Its funny, because ZA used to work until they "fixed" the quest dialogue on harrison jones and the gong.

In my experience that happens often around here. While the developers do a great job, it's difficult to do regression testing when everyone else around here just wants to play the game. Nobody seems interested in just being a patch tester.

Imagine how much greater Trinity could be with proper workflow: Dev -> Alpha -> Bugfixes -> Beta -> Bugfixes -> Commit

So is anyone working on this?

how exactly it works? you just kill bosses in certain time?
i found this:
https://wow.gamepedia.com/Zul%27Aman_timed_event
It says it spawn chests?

How it is supposed to work:
https://wow.gamepedia.com/Zul%27Aman_timed_event#Overview
Enter the instance and talk to Harrison Jones to start the event and open the doors. You will now have 20 minutes to defeat the first animal-boss of your choice. Any of the loa spirit bosses will do and there is no required order, but two of them will add extra time to the timer.

  • Killing Nalorakk (bear) will add 15 minutes to your timer.
  • Killing Akil'zon (eagle) will add 10 minutes to your timer.
  • Other bosses will not grant additional time.

Therefore you have exactly 45 minutes to kill the first four bosses, [...]

The issue is that there is no timed event present in the current TC source. Probably more issues too, due to the lack of timed event. Chests were only supposed to spawn near the timed boss when killed within the allowed time, but because of missing timed event in TC source, there will probably not be any chests spawned either.

How it is supposed to work:
https://wow.gamepedia.com/Zul%27Aman_timed_event#Overview
Enter the instance and talk to Harrison Jones to start the event and open the doors. You will now have 20 minutes to defeat the first animal-boss of your choice. Any of the loa spirit bosses will do and there is no required order, but two of them will add extra time to the timer.

  • Killing Nalorakk (bear) will add 15 minutes to your timer.
  • Killing Akil'zon (eagle) will add 10 minutes to your timer.
  • Other bosses will not grant additional time.

Therefore you have exactly 45 minutes to kill the first four bosses, [...]

The issue is that there is no timed event present in the current TC source. Probably more issues too, due to the lack of timed event. Chests were only supposed to spawn near the timed boss when killed within the allowed time, but because of missing timed event in TC source, there will probably not be any chests spawned either.

I looked over TC code and seems the logic is there. Wierd, i will look into more details.

There could be something off in the script timings. I have seen timers in classic (vanilla) dungeons not working at all, some times due to external (core, non-script) changes influencing how the script timers are handled. You may as well just play around with the existing timers, maybe you will discover some needed changes in the script(s).

Spawns to fix
Prisoners:
Tanzar: https://woehead.way-of-elendil.fr/?npc=23790
Kraz: https://woehead.way-of-elendil.fr/?npc=24024
Harkor: https://woehead.way-of-elendil.fr/?npc=23999
Ashli: https://woehead.way-of-elendil.fr/?npc=24001

Prisoners corpse: (the prisoner despawn and a burning corpse spawns when time out)
Tanzar corpse: https://woehead.way-of-elendil.fr/?npc=24442
Kraz corpse: https://woehead.way-of-elendil.fr/?npc=24444
Harkor corpse: https://woehead.way-of-elendil.fr/?npc=24443
Ashli corpse: https://woehead.way-of-elendil.fr/?npc=24441

Gossips and gossips options are incomplete or missing.

Another year. Anyone figure anything out yet?

Well, if you follow all the updates and new tickets, you would have noticed that @offl is doing what he can to update some spawns, add SAI where scripting is missing and stuff like that.
See also this search result (as posted above):

Some small parts of this could probably be scripted in sai but most of this needs to be c++ or timers

changing entry to corpse can probably be handled by sai as long as defined in cpp

Prisoners can be scripted in SAI, other small changes must be done in core(really small changes). Maybe later I'll PR it or just share prisoners' SAI

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