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@  dr3ad : (20 May 2018 - 10:53 PM)

You can get notified when player joins the phase if you're phase owner or have a rank. While having permission you can toggle messages with .toggleph

@  dr3ad : (20 May 2018 - 10:53 PM)

You can now auto promote players that join the phase with .ph auto #RankID command

@  dr3ad : (16 May 2018 - 11:52 PM)

.phase inplace command has been added that skips phase starting location (leaves you in place), however requires phase rank to use

@  dr3ad : (07 May 2018 - 09:53 AM)

Starting Area Contest has started and will last until 17th of May! View topic here.

@  dr3ad : (28 March 2018 - 08:57 AM)

Getting coins voting at XtremeTop100 fixed. Many additions to NPC Scripting. Check changelog.

@  dr3ad : (18 February 2018 - 06:31 PM)

Some NPC Script updates. Addition of Target Type "NPC with specific GUID" and Action "Pause Waypoint Movement", so now the scripts can finally target specific npc based on guid

@  dr3ad : (06 February 2018 - 04:29 PM)

Reminder that you can now chose in Rank Manager whether player can only manipulate (e.g delete) his own gobs/npcs. Phase owner can now also change color of specific phase ranks a.k.a name color in .ph ann

@  dr3ad : (25 December 2017 - 10:52 PM)

NPC scripts now work in all phases that you own, additionally phase ranks now contain "Can Use NPC Scripting" option, so everyone who has Scripting perk can now promote people and let them help with scripting the phase

@  dr3ad : (04 December 2017 - 06:19 PM)

You can now browse already made NPC Templates and use their items while making a new NPC Template!

@  dr3ad : (02 December 2017 - 06:39 PM)

New command: .phase playlist #SoundID #LengthOfASongInSeconds will let you make phase playlists e.g 10 songs that will keep playing on loop from 1-10 and repeat. Every consecutive command use the song is added to the list. Use .phase pl clear to clear the playlist

@  dr3ad : (28 November 2017 - 10:49 PM)

Server is online!

@  dr3ad : (28 November 2017 - 07:50 PM)

Server is restarting and will be up in a couple of minutes as soon as phase cleanup is done!

@  dr3ad : (28 November 2017 - 07:19 PM)

Gameobject cleanup will take place soon, all accounts inactive more than 6 months will have their character's phases deleted as we're reaching 15 millions gobjects mark!

@  dr3ad : (21 November 2017 - 04:27 PM)

New command: .gob near will list Top 10 Closest gameobjects and their guids/scales

@  dr3ad : (19 November 2017 - 01:56 PM)

New command: .gob state 0 3 will activate gameobjects such as doors permanently.

@  dr3ad : (25 October 2017 - 07:31 PM)

New commands .phase history and .phase capacity have been added! Check Changelog for more info.

@  dr3ad : (06 October 2017 - 07:52 AM)

Issue with server restarter has been fixed. Server is online.

@  dr3ad : (01 September 2017 - 01:11 PM)

Xtremetop100 voting will now properly award silver coins.

@  dr3ad : (13 August 2017 - 10:26 PM)

A couple of new things were added. Read more here.

@  dr3ad : (12 August 2017 - 12:26 PM)

If you had issues connecting with RPHTiny (such as CDN error) please re-download RPHTiny, all issues have been fixed!


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how the fuck does gob state work


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8 replies to this topic

#1 Erkorr

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Posted 22 April 2018 - 10:34 AM

dont fucking say "durr it activates stuff permanently xD"

 

don't.

 

its a fucking enigma that won't ever be explained. using it on doors makes them permanently open, but .gob act already does that. using it on objects like 7lg_legion_portal01.m2 makes them activate or break depending on the state.

 

using it on objects like 6sm_nerzhulritual_state.m2, doesn't do jack shit. what the fuck is this command? what the fuck does it do? why the fuck doesnt it work on half the objects that actually have animations? can we ever get a fucking explanation please


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#2 Illarian

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Posted 22 April 2018 - 11:07 AM

Lol u stupid

It activates stuff permanently xD

 

Jokes aside, I've tried using .gob state to stop a lot of spell effects (like the Druid efflorescence) from continously flashing, it didn't work. Would be nice if it did though.


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#3 just 'Neth'

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Posted 22 April 2018 - 01:37 PM

there are different ways to use it


some gobjects have an inactive and activate state. you can get the activated state with .gob act, but it might not persist.


it will if you use e.g. .gob state 1 3 though


there's also a .gob state input to make e.g. doors unable to be clicked. Think it's .gob state 0 3


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#4 Erkorr

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Posted 22 April 2018 - 02:00 PM

yes but why the fuck does it work on .5% of objects

 

why do objects with dozens of animations not work at all with any of these inputs



#5 dr3ad

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Posted 22 April 2018 - 06:48 PM

yes but why the fuck does it work on .5% of objects

 

why do objects with dozens of animations not work at all with any of these inputs

 

because the animations you're talking about are not states but *animations*



#6 dr3ad

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Posted 22 April 2018 - 06:56 PM

yes but why the fuck does it work on .5% of objects

 

why do objects with dozens of animations not work at all with any of these inputs

 

anyways

 

.gob state #StateType #State

 

If #StateType < 4 

 

then #State is

GO_STATE_ACTIVE             = 0,                        // show in world as used and not reset (closed door open)
GO_STATE_READY              = 1,                        // show in world as ready (closed door close)
GO_STATE_ACTIVE_ALTERNATIVE = 2,                        // show in world as used in alt way and not reset (closed door open by cannon fire)
 
 
 
otherwise if #StateType equals 4
 
then #State is the custom animation ID, e.g on some Fireworks gobject model the .gob state 4 3 would play custom anim fire the fireworks

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#7 Erkorr

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Posted 23 April 2018 - 07:24 AM

that just leads me back to a suggestion i had like 3 years ago

 

 

can we have a gob animation command it'd make using spell objects actually viable



#8 dr3ad

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Posted 23 April 2018 - 04:12 PM

that just leads me back to a suggestion i had like 3 years ago

 

 

can we have a gob animation command it'd make using spell objects actually viable

answer is above, use 4 as statetype



#9 Erkorr

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Posted 23 April 2018 - 04:22 PM

answer is above, use 4 as statetype

that didnt even work though

 

i tried it on like 4 different spell objects and none of them worked; try it yourself because at this point i think the command is just so incredibly convoluted that i dont understand what the fuck is going on

try one of these:

 

710077 - 6fx_archimonde_soulpillartarget_statebase.m2

607245 - 6sm_nerzhulritual_state.m2