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The `transports` table

This table contains all type 15 transports (Boats and Zeppelins). All other transport types have their frame time read from TransportAnimation.dbc.

Structure

...

Field

...

Type

...

Attributes

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Key

...

Null

...

Default

...

Extra

...

Comment

...

entry

...

mediumint(8)

...

unsigned

...

NO

...

0

...

name

...

text

...

signed

...

YES

...

NULL

...

Description of the fields

guid

Unique identifier for transport. When adding a new one, simply use the max(guid)+1. 

entry

This is entry to be used for this transport from gameobject_template.entry. It must be a type 15 game object.

name

This is an arbitrary name that is only used to describe this transport entry.

Appendix: Static Passengers (npcs)

Transports will load static passengers when:

  1. transport moves from inactive to active grid
  2. the grid that transport is currently in becomes active

It will unload static passengers when:

  1. transport moves from active to inactive grid
  2. the grid that transport is currently in unloads

The loading process will get the map from gameobject_template.data6 (SpawnMap), and then creates all creatures and gameobjects that are in the same map.

Creatures and gameobjects spawn points will be used as relative to the transport.

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Info
titleThis article has been moved

You can find it in our new wiki at: https://trinitycore.info/en/database/master/world/transports