Trinitycore: [3.3.5] Creatures always run when chasing

Created on 20 Nov 2017  路  11Comments  路  Source: TrinityCore/TrinityCore

Description:

Creatures always use move type MOVE_RUN when MoveChase() is issued.

Current behaviour:

Creatures always use MOVE_RUN when MoveChase() is issued. regardless of whether they are set to walk or not, which is the default for any attacking creature.

Expected behaviour:

Not all creatures should run when chasing their targets. Thaladred the Darkener (http://www.wowhead.com/npc=20064/thaladred-the-darkener) for example, should walk while chasing players, but currently there is no way to achieve that, because https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp#L220 always disables walk mode.

Steps to reproduce the problem:

  1. Make Thaladred the Darkener walk instead running - SetWalk(true)
  2. Start Kael'thas encounter
  3. Watch as Thaladred still runs after his targets at full speed

Branch(es):

3.3.5/likely both

https://github.com/TrinityCore/TrinityCore/commit/a422dad8702c779b5665891d9e651aef575f33f7

Branch-3.3.5a Sub-Creature Sub-Movement

Most helpful comment

All 11 comments

Well, in the most cases it is still running. The only thing that is different is, that they use a MovementId that is making their running animation look like walking and for that they also have a changed run speed.

Pretty sure Lava Scion from Firelands have the same issue.
There is a movement id present but it's still not moving correct.

@Nyeriah How can i contact you?

I've tested briefly and this works. Set chase_type=1 in the DB which creatures you want to Chase Walk.

See:
https://gist.github.com/Langerz82/0c1cbc5ba3c5f444f8f5e9d6d942de65

cannot be better custom flag?

in that case, would flags_extra be a practical place to add the custom flag?
Looks like there are some gaps available there.

This is an overkill. There are so few creatures that should follow this behavior. I would rather see them properly respecting the SetWalk() on/off during runtime which looks like a bug to me.

@Nyeriah I don't think that'll cut it, I'm pretty sure the creatures are still using their run speed when chasing, and just want to use walking animation. (Could be wrong)

Ref https://github.com/TrinityCore/TrinityCore/commit/c2f2db08aa4f729fbd5b21528a215f6df0c131b6
This issue will be closed once chasing speed is implemented on DB.

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