Trinitycore: [3.3.5] NPC Missing path - Wooly Kodo & herd.

Created on 5 Feb 2017  路  9Comments  路  Source: TrinityCore/TrinityCore

Description:
The mob: http://www.wowhead.com/npc=3237/wooly-kodo#comments Wooly Kodo is found with it's partner Greater Barrens Kodo in Barrens Southern Gold Road (they are spawned there). According to documentation they are supposed to have a patrol path, yet we have no data on what that path was. I recall them randomly going about the general area in a herd, possibly with some normal kodos in tow.

Current behaviour: (Tell us what happens.) Kodos are standing still (don't even wander randomly)

Expected behaviour: (Tell us what should happen instead.)
Kodos should have a path to walk about the general kodo area. (Not sure if anyone has data on these paths.)

Steps to reproduce the problem:

  1. Follow the Southern Gold Road southwards past Camp Taurajo
  2. Observe the pack of kodos on the side of the road

Branch(es): 3.3.5 Only

TC rev. hash/commit: 39b20b4431a1a67446e9cc4c2221fd42cc907291

TDB version: TDB 335.62 + updates up to and including 2017_01_17_00_world.sql

Operating system: Windows 7

Branch-3.3.5a Comp-Database Sub-Waypoints

All 9 comments

Very low chances to find sniffs with pathing for those creatures, since they were removed in patch 4.0.3a.
There are also quite a few other Barrens creatures missing their pathing info. A bit difficult to decide what to do about them, because it is hard to find reliable documentation of where their pathing used to be.

Yeah, in more locations then just barrens as well i suppose. Here was a patch of gazelles facing the same issue: http://puu.sh/tPR7w.png

If we had any wowhead like movement data we could do something regarding them.
For those we don't i suppose we must either bundle memories of people that somehow recall where they saw them. or just make something "good enuf". In these cases, making the kodos walk through the kodos infested area would probably do it. And the gazelles in the plane just act like gazelles (not crossing human walked paths, just skipping through flat plane in a circle or such)

I realize these are hard things to get something solid on, and these issues are more of a "acknowledgement of missing data" that in case someone has data, we can fill or correct it. Does that make sense? If they just bulk up and we never find the data, i suppose we need to use what i described above or just remove them altogether (I wouldn't want that). Neither is ideal.

If we had any wowhead like movement data we could do something regarding them.

3235
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3236
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3237
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What's next? :D

Another Barrens character would be Hezrul Bloodmark: http://www.wowhead.com/npc=3396/hezrul-bloodmark
Apparently he still exists, but he used to have a path around Wailing Caverns where he and his underlings are now just spawned static, not moving (unless aggroed).

A bit difficult to decide what to do about them, because it is hard to find reliable documentation of where their pathing used to be.

We already have a VerifiedBuild 12340 in creature_template, why not use that style of notation?

Adding this to the waypoints table and using a value of 0 for custom would allow people to fix these type of incidental issues. For creatures that don't affect a quest or a script it seems harmless.

In addition to Herzul Bloodmark there are other centaur mobs that need to be linked to the packhounds near them, and judging by some of their positions they may need waypoints as well.

Adding this to the waypoints table and using a value of 0 for custom would allow people to fix these type of incidental issues. For creatures that don't affect a quest or a script it seems harmless.

Actually, giving this further thought, it might be easier to simply have a separate table given that a path can have many waypoints. It seems like wasted data to have a VerifiedBuild field for every point on the path. unless you want people to be able to add unverified points to a verified path.

This seems like a better option in terms of space:

`waypoints_verifiedbuild`.`pathId` -- waypoint_data.id (only one entry per path)
`waypoints_verifiedbuild`.`VerifiedBuild` -- Contains the game build a path was sniffed from. If the path is altered or is not from sniffs, this field must be 0.
`waypoints_verifiedbuild`.`OldVerifiedBuild` -- Contains the `VerifiedBuild` entry if a previously verified path has been altered or 0 if path is unaltered /  never verified. VerifiedBuild must be 0 if this field > 0.

Fixed in 50ef255846bb336ebad4c7fea08982a498d8b31d

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