Trinitycore: Creature/Movements: Creature with Flight States: "CanFly" falling to the ground

Created on 10 Apr 2012  Â·  41Comments  Â·  Source: TrinityCore/TrinityCore

Hey Guys

many of creatures using InhabitType 7 are falling down to the ground
but they not on the ground you cant interact with them
its a visual issue please fix it

thanks

core info:
lastest

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Branch-3.3.5a Priority-High Sub-Miscellaneous Sub-Movement

Most helpful comment

The issue changed since Inhabittype was removed, now the issue happen for any npc using Flight States: "CanFly" regarding ground/swim movements.
Example: .go c 112970 (move far form the npc and go back) you will see the npc falling to the ground for some seconds and go back flying with bouncing movements, on server side the npc is not falling or bouncing you can see that with .gps, but on client side it looks like a movement flag is not sent correctly.

All 41 comments

thanks so much @Machiavell1 and gl

Creatures using InhabitType=5 are falling down to the ground too.

@Machiavell1 started working on it all we need it patience...

set only InhabitType=4 then they will fly again - its temporary until it will be fixed

confirm Inhabit system broken

Example (Boss in Ulduar Razorscale) inhabittype 3 (boss falling) change to 4 boss flying when lands

screen:http://www.imageup.ru/img201/934267/wowscrnshot_042912_231739.jpg

so what to do with razorscale?, bcs when you kill him, you can not click on loot

it should sits down on the earth

any fix?

inhabit type 5 and 7 broken

Does it make a difference if the flying creature has got a flying aura in creature_template_addon or not?

Might be a conflict somewhere

moreover: creatures which are attackable with inhabittype 4 also fall to the ground instead of attacking the unit in the air.

this bug is still valid?

anything related to inhabittype isnt valid anymore as that field was removed

yeah, but i mean the creatures that used inhabittype

The issue changed since Inhabittype was removed, now the issue happen for any npc using Flight States: "CanFly" regarding ground/swim movements.
Example: .go c 112970 (move far form the npc and go back) you will see the npc falling to the ground for some seconds and go back flying with bouncing movements, on server side the npc is not falling or bouncing you can see that with .gps, but on client side it looks like a movement flag is not sent correctly.

@Killyana I think it's in an even worse state now. For those that want to understand why this is happening you can look at old movement flags calculation when InhabitType was a thing https://github.com/TrinityCore/TrinityCore/blob/e1354c72e81ca7158b9b002e02f3a7f534a31547/src/server/game/Entities/Creature/Creature.cpp#L2785-L2813

Could be observed in this area: .go c 112972

in current state - if we set Flight = 1 in creature_template_movement it seems to work fine

@Ovahlord added adjustment for some. maybe we should apply it for all creatures in wotlk with flying type?

and: @Aokromes they will not always stay in the ground right? sometimes they move up again( if they have wander_distance or waypointmovement)

To clear things up for volunteers: CanFly is NOT what you wanna use to make units actually fly. What you want is DisableGravity which is being applied by using Flight = 1 in creature_template_movement and creature_movement_override.

https://mega.nz/#!53ZRFKoB!ehvFCASfAA28k9bd4P5ccjd20aYl8zNMAjNd4kfGqnc

The issue still stands

You didnt provide rev.

Was not able to reproduce on 0d152e932cdd986f62ae22bd9fc40569892a2453
https://mega.nz/#!53ZRFKoB!ehvFCASfAA28k9bd4P5ccjd20aYl8zNMAjNd4kfGqnc
and
Could be observed in this area: .go c 112972

https://mega.nz/#!53ZRFKoB!ehvFCASfAA28k9bd4P5ccjd20aYl8zNMAjNd4kfGqnc

The issue still stands

You didnt provide rev.

Was not able to reproduce on 0d152e9
https://mega.nz/#!53ZRFKoB!ehvFCASfAA28k9bd4P5ccjd20aYl8zNMAjNd4kfGqnc
and
Could be observed in this area: .go c 112972

Currently running on TrinityCore rev. 450dbd32b68a+
Walk slowly towards that area (towards creature 112972 & co., you'll see them slowly fall from the sky unto the ground.
If the issue has been resolved, I'll try pulling the changes that have been documented here in hopes of a fix. Thank you

Can't find your mentioned rev hash.

Can't find your mentioned rev hash.

It is this commit - approximately around mid March

Killyana

40acf3c

DB/Creature: Fix some creatures position in Sholazar Closes #24305
2020‑03‑16

"The issue still stands" and using a 6 months old core doesn't match.

I am aware, the issue is still open however, this is the main reason for checking up with this issue. I should have phrased my comment in a better manner. I'm unsure if the changes mentioned here would do the job. Pulling latest TC rev will cause major merge conflicts.

I'm still confused as to what the conclusion of this issue is. It's still open with no clear answers as to what the solution might have been. Any insights would be greatly appreciated. Apologies for bringing this up again, I've been struggling to figure out what is wrong.

the issue is still open because there are still some bugged mobs, unless you have a prof of all mobs are fixed.

@Aokromes "some" doesn't tell nothing (it is the same as stating using latest rev.), he asked what still left, that means providing some ids or other info.

I just need to know what the issue existing is at the moment, if anyone could provide me with some insight I could give this a try and share the fix.

Almost all flying northrend mobs are still broken on my revision which dates back to March 13:

Killyana
40acf3c
DB/Creature: Fix some creatures position in Sholazar Closes #24305
2020‑03‑16

I'm running a customized core, for this reason I won't be able to merge as tons of conflicts will emerge, I am cherry-picking fixes and implementing them with time. I will hopefully be able to provide TC fixes in return.

IIRC this is all related to the creature model, the client does not process correctly one flag or the other depending on the... model? of the creature.
NOTE: Not 100% sure it depends on the model, but well its somewhat consistent between different cases..

BTW sniffs _should_ point out which movementflag must be used, just saying...

In my experience, CanFly is rarely the correct one, almost always its DisableGravity, but there are cases in which it is CanFly.
Try and error, or sniffs, your choice.

BTW, as far as I know, the creature's position should be ok, its 100% a visual bug clientside.
Though since some spell range is validated clientside it can be annoying, even gamebreaking, Lich King's Valkyrs are the prime example.

I just need to know what the issue existing is at the moment, if anyone could provide me with some insight I could give this a try and share the fix.

Almost all flying northrend mobs are still broken on my revision which dates back to March 13:

Killyana
40acf3c
DB/Creature: Fix some creatures position in Sholazar Closes #24305
2020‑03‑16

I'm running a customized core, for this reason I won't be able to merge as tons of conflicts will emerge, I am cherry-picking fixes and implementing them with time. I will hopefully be able to provide TC fixes in return.

again, a report from march is useless, if the mobs where fixed and you don't update you will continue to be bugged.

Almost all flying northrend mobs are still broken on my revision which dates back to March 13
I just need to know what the issue existing is at the moment, if anyone could provide me with some insight I could give this a try and share the fix.

They are broken only on your revision

Try to set Flight to 1, example here https://github.com/TrinityCore/TrinityCore/commit/2a7181b49406fb3a861b6306f3d2043b1bf0312d

and most importantly: update your fking core. There is no point in complaining about broken flight movement when you are over a half year behind in which in fact, some fixups happened already. Like your video for example is 100% invalid because I literally fixed that myself months ago.

@Ovahlord added adjustment for some. maybe we should apply it for all creatures in wotlk with flying type?

and: @Aokromes they will not always stay in the ground right? sometimes they move up again( if they have wander_distance or waypointmovement)

They "seem" to be on the ground (only visual).
They move back up to their intended location if you engage combat with them & discard before killing them (.gm on) or exiting combat range.

They are broken only on your revision
Try to set Flight to 1, example here 2a7181b

This seems to have fixed the flying visual.
I have noticed some creatures have odd movements in water such as the water Boggs in teldrassil @ Wellspring Lake: "Timberling Trampler". They "jump" up & down in water rather than swim.

I am adding this comment here as that might somehow be related to this issue.

stop reporting bugs here till you update to recent builds

I have noticed some creatures have odd movements in water

Water and flying are 2 totally different unrelated things. For the water bit, see https://github.com/TrinityCore/TrinityCore/pull/24020 and https://github.com/TrinityCore/TrinityCore/issues/21872 .

This issue is strictly about flying.

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