Trinitycore: Hourly Bells - Not Working on karazhan.

Created on 25 Jul 2019  路  21Comments  路  Source: TrinityCore/TrinityCore

Description:

The hourly bells event does not work at all.

Current behaviour:

When the clocks strike the start of another hour the clock bells in Stormwind, Orgrimmar, Darkshire, etc.

Expected behaviour:

The hourly bells event should start at the start of the new hour. (E.g 12:00 AM)

Steps to reproduce the problem:

  1. Go to a town or city like Stormwind or Darkshire
  2. Wait till the clock strikes a new hour
  3. Find that the hourly bells event does not work

Branch(es):

3.3.5a

TC rev. hash/commit:

TrinityCore rev. c27804473976+ 2019-07-15 22:28:10 +0200 (3.3.5 branch) (Win64, RelWithDebInfo, Static)

Operating system:

Windows Server 2016 Standard


NOTE: The event does start at the right time and end at the right time however, no bells ring

Comp-Core Sub-Instances Sub-Spawns

Most helpful comment

Yep, event spawns are not added to instances. They're skipped altogether right now because it's not trivial (they need to be added to any currently active instance as well as any newly created one).

Killyana mentioned it here, not sure if there's an issue open about it.

All 21 comments

whats up with these events breaking? :/

Maybe the sound files are not linked correctly or the linking has changed?

Maybe the sound files are not linked correctly or the linking has changed?

That is a possibility, I don't think this event has ever worked in TrinityCore. Shouldn't be too hard to implement.

OK, thank you for linking the script, it reminded me of something slightly related: Timing in scripts has sometimes been broken in recent years, maybe due to core changes (like in the Ring of Law in Blackrock Depths). I haven't really thought about this Hourly Bells event at all during my years of using the TC environment, so I can't confirm or disprove whether it has ever worked or not.

My next idea is that maybe the script timing does not match either the game time or real time, so the sound files don't get played because of the time diff?
(I don't really know how the time calculation in this script works, so before anyone wants to tell me that I'm "talking out of my @$$", this is just meant as a thought pointing somewhere in the direction of finding out why it does not work.)


edit: Remembering my own experience with trying to solve the broken event timing in the Ring of Law, I recommend playing around with the timing & calculation numbers in the script just to see what happens in-game (this might be time-consuming, so I only recommend it if you have lots of time and want to play around with the script just for fun). On the other hand, seeing that the script go_bells is a fairly small one, I recommend to anyone with time to spare and with an experimental attitude to really play around with the numbers to see if you can figure this one out.


Addendum: if the event has never worked, the script may need more than just playing around with the numbers.


Grasping at straws now: could this possibly, like at all, in theory, have anything to do with the gameobject faction 0 (zero) issue?

All bells works correctly but not the one in Karazhan https://woehead.way-of-elendil.fr/?object=182064

isn't there a known issue about game events not spawning objects in instances ?

not that i know of

Yep, event spawns are not added to instances. They're skipped altogether right now because it's not trivial (they need to be added to any currently active instance as well as any newly created one).

Killyana mentioned it here, not sure if there's an issue open about it.

gameevent spawn rewrite is on my list after #23603 gets merged.

gameevent spawns more-or-less just duplicate the spawn group system (and the quest pool system).

event spawns in instances is on the list as part of that.

I encountered the same issue with https://github.com/TrinityCore/TrinityCore/issues/18919#issuecomment-499943659

TrinityCore rev. 4074cb0f01d1 2019-09-01 19:05:29 +0200 (3.3.5 branch) (Unix, RelWithDebInfo, Static)
(https://tcubuntu.northeurope.cloudapp.azure.com)
Orgrimmar bells are drums, by the sound of it. Tonight, the "bell" told 10 drum beats at 10 pm (22:00 server time).

So i works 馃憤

Is there any need for the Karazhan Bell to be linked to the game_event? If changed to a permanent spawn it will work too.

do they need to be set to active?

Hi there,

I鈥檓 not sure, I鈥檝e not been active with the project for a while now. As far as I know the event is working now.

Kind regards.

@Rushor yes, because the logic would pause otherwise and not finish all the bell sounds. If you could get close again say 20 min later, the bells will continue to go off when they shouldn't happen.
Also the event is only 1 min, so not that big of a deal anyway.

On version : TrinityCore rev. b0db728c49f0 2020-01-23 15:33:09 +0100 (3.3.5 branch) (Win64, RelWithDebInfo, Static) I tested it today ( tested in time 18:00 ==>> server time 18:00 )
the sound of the bell was six times

edit : tested in habitat Stormwind

updated title to make clear most of bug fixed.

I checked some information -
I found the information about Karazhan Bell, but the location where it takes place is unknown .
I found only this : Karazhan Bell
does anyone know more exactly where it should take place ?

Edit :
the position where I expected the bell sound is : X: -11125.766602 Y: -2016.434082 Z: 47.182743 Map: 0 (Eastern Kingdoms) Area: 2562 (Karazhan) Zone: Deadwind

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