Description:
http://www.wowhead.com/object=179526/warpwood-pod
Current Behavior
Currently, they do not disappear and their triggered ability is activated over and over until you move away from them.
Warpwood Pods that are broken:
Expected Behavior
Warpwood Pods (IDs 179526, 179528, 179532, 179533, 179527) are supposed to behave like traps: you activate their ability by getting close to them, they animate falling open, they disappear.
Warpwood Pods that are working:
Branch(es):
3.3.5
TC rev. hash/commit:
TrinityCore rev. b7329a460e58 2017-04-01 03:19:57 +0200 (3.3.5 branch) (Win64, Release, Static)
TDB version:
335.62
Operating system:
Windows 10 Server & Client
GAMEOBJECT_TYPE_TRAP = 6
data4: type (0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn)
Maybe because of this?
SELECT * FROM `gameobject_template` WHERE `entry` IN (179526, 179528, 179532, 179533, 179527);
entry type displayId name IconName castBarCaption unk1 size Data0 Data1 Data2 Data3 Data4 Data5 Data6 Data7 Data8 Data9 Data10 Data11 Data12 Data13 Data14 Data15 Data16 Data17 Data18 Data19 Data20 Data21 Data22 Data23 AIName ScriptName VerifiedBuild
------ ------ --------- ------------------- -------- -------------- ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ---------- -------------
179526 3 391 Warpwood Pod 1 0 0 0 1 0 0 0 179527 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12340
179527 6 391 Warpwood Pod - Root 0.75 0 0 10 22800 0 0 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -18019
179528 3 391 Warpwood Pod 1 57 16548 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12340
179532 3 391 Warpwood Pod 1 0 0 0 1 0 0 0 179530 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12340
179533 3 391 Warpwood Pod 1 0 0 0 1 0 0 0 179531 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12340
Notice 179527 (Warpwood Pod - Root) in particular and that it is listed as (-18019) under VerifiedBuild.
Afaik some traps were not sniffed as regular objects, so their data is not complete. I'm sure this issue will also happen in Karazhan(#16049).
Try this:
UPDATE `gameobject_template` SET `Data4`=1 WHERE `entry` IN (179527,179530,179531);
TrinityCore rev. 2ce9a0a094a3 2017-11-20 19:47:23 +0100 (3.3.5 branch) (Win64, Release, Static)
Before applying the suggested fix:
SELECT * FROM `gameobject_template` WHERE `entry` IN (179527,179530,179531);
entry type displayId name IconName castBarCaption unk1 size Data0 Data1 Data2 Data3 Data4 Data5 Data6 Data7 Data8 Data9 Data10 Data11 Data12 Data13 Data14 Data15 Data16 Data17 Data18 Data19 Data20 Data21 Data22 Data23 AIName ScriptName VerifiedBuild
------ ------ --------- --------------------- -------- -------------- ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ---------- -------------
179527 6 391 Warpwood Pod - Root 0.75 0 0 10 22800 0 0 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -18019
179530 6 391 Warpwood Pod - Spore 0.75 0 0 10 22821 0 0 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -18019
179531 6 391 Warpwood Pod - Summon 0.75 0 0 10 22803 0 0 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -18019
This does limit the trap to activating only once. However, the Warpwood Pods do not animate (open up) and then subsequently despawn. So for a technical fix this works, but not quite blizzlike yet.
de80cd2e0de4
Maybe traps should be invisible.
Maybe traps should be invisible.
No.

For some reason Shauren deleted his comment, he said "traps cannot be sniffed because Blizzard don't send them".
I noticed if you .gob add temp 179526 it will cast the spell only once (correct behavior)
If you .gob add 179526 it will cast the spell twice (wrong behavior)
test after 50c5d30
not working a149261e94b676cf090b37d085578e08d0ebffd0
The same method used for despawning supply crates in stratholme works with these the only thing unlike the crates you don鈥檛 need to be really close but setting gob state on these makes them open out also
could we first limit these to trigger once and then fix the cosmetic issue of the animation ?
This was my script but there are still some issues ie may still trigger a few times before despawn
~~~sql
UPDATE gameobject_template SET AIName='SmartGameObjectAI' WHERE entryIN(179527,179530,179531);
DELETE FROM smart_scripts WHERE entryorguidIN(179527,179530,179531) AND source_type=1;
INSERT INTO smart_scripts (entryorguid, source_type, id, link, event_type, event_phase_mask, event_chance, event_flags, event_param1, event_param2, event_param3, event_param4, action_type, action_param1, action_param2, action_param3, action_param4, action_param5, action_param6, target_type, target_param1, target_param2, target_param3, target_param4, target_x, target_y, target_z, target_o, cus_target_param1, comment) VALUES
(179527, 1, 0, 1, 70, 0, 100, 0, 2, 0, 0, 0, 118, 2, 0, 0, 0, 0, 0, 20, 179526, 0, 0, 0, 0, 0, 0, 0, 0, 'Warpwood (Trap) - On On State Chaned - set state'),
(179527, 1, 1, 2, 61, 0, 100, 0, 0, 0, 0, 0, 41, 1000, 7200, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 'Warpwood (Trap) - On On State Chaned - Despawn'),
(179530, 1, 0, 1, 70, 0, 100, 0, 2, 0, 0, 0, 118, 2, 0, 0, 0, 0, 0, 20, 179532, 0, 0, 0, 0, 0, 0, 0, 0, 'Warpwood (Trap) - On On State Chaned - set state'),
(179530, 1, 1, 2, 61, 0, 100, 0, 0, 0, 0, 0, 41, 1000, 7200, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 'Warpwood (Trap) - On On State Chaned - Despawn'),
(179531, 1, 0, 1, 70, 0, 100, 0, 2, 0, 0, 0, 118, 2, 0, 0, 0, 0, 0, 20, 179533, 0, 0, 0, 0, 0, 0, 0, 0, 'Warpwood (Trap) - On On State Chaned - set state'),
(179531, 1, 1, 2, 61, 0, 100, 0, 0, 0, 0, 0, 41, 1000, 7200, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 'Warpwood (Trap) - On On State Chaned - Despawn');
Would it help to use event_flags "No Repeat" to fix your issue?
no since its not sai which casts spell its from trap the triggering of trap is not handled in sai its handled by wdb data from the gobs the above just sets state on the warpwood gob (not trap) and despawns the trap
@dr-j are you going to test again your SAI and push it ?
That only fixes the cosmetic visual issue of pods not breaking I already know that works since ive been sitting on that for about 6 months or needs the proposed fix by @offl too even though modifies wdb data.
Think did try lowering the despawn timer but but if 0 trap despawns without any spells casting so nothing spawns as already said wdb data on traps is responsible for the summons or spells cast by traps
so is there a workaround currently or not ?
gameobject_template data is sniffed or maybe should have data4=1 https://github.com/TrinityCore/TrinityCore/issues/19371#issuecomment-345967048 ?
Have you tried with https://github.com/TrinityCore/TrinityCore/pull/25467?
@jerbookins : You are hereby invited to test #25467 (as suggested above).