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Elevator Doodads Not Properly Working

doodad game objects glitching

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8 replies to this topic

#1 DeepSeaBitch

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Posted 10 October 2019 - 11:28 PM

With the server update to 8.2.0, one of my first impulses was to dress up The Great Seal in Dazar'alor with the various gobs and doodads that were missing, however the elevator doodads that lead from the sides of the main hall up to Rastakhan's throne are bugged or glitched and aren't reading collision properly. When at the bottom or top of the elevator shaft, the doodads are solid and you can walk on them, however when they move you remain in place where you were with the elevator doodad leaving you behind. I'm still pretty new to figuring out how RPH works mechanically and most of my builds have been smaller scale, so I don't know if this is a normal thing for RPH or not.

The doodads in question are:
278212 - [Doodad_8TR_zandalari_elevator002]
278211 - [Doodad_8TR_zandalari_elevator001]

Is there something I can do to get these to behave properly and carry people up/down? I genuinely apologise if I'm missing something super basic.



#2 wgscarletrose

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Posted 11 October 2019 - 12:11 AM

With the server update to 8.2.0, one of my first impulses was to dress up The Great Seal in Dazar'alor with the various gobs and doodads that were missing, however the elevator doodads that lead from the sides of the main hall up to Rastakhan's throne are bugged or glitched and aren't reading collision properly. When at the bottom or top of the elevator shaft, the doodads are solid and you can walk on them, however when they move you remain in place where you were with the elevator doodad leaving you behind. I'm still pretty new to figuring out how RPH works mechanically and most of my builds have been smaller scale, so I don't know if this is a normal thing for RPH or not.

The doodads in question are:
278212 - [Doodad_8TR_zandalari_elevator002]
278211 - [Doodad_8TR_zandalari_elevator001]

Is there something I can do to get these to behave properly and carry people up/down? I genuinely apologise if I'm missing something super basic.

you can try using something like .gob state 0 3 and play with the command to see what works. I'm pretty sure they're scripted on retail, similar to how ships move in the maps



#3 DeepSeaBitch

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Posted 11 October 2019 - 12:46 AM

you can try using something like .gob state 0 3 and play with the command to see what works. I'm pretty sure they're scripted on retail, similar to how ships move in the maps

Okay, having tried several combinations for type and states, the Elevator remains unusable. If they're scripted like the boats in Retail I'm assuming that means you can't have them work in RPH as they do in retail? Again forgive me if that's a dumb question, I'm still learning this stuff.



#4 wgscarletrose

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Posted 11 October 2019 - 12:57 AM

Okay, having tried several combinations for type and states, the Elevator remains unusable. If they're scripted like the boats in Retail I'm assuming that means you can't have them work in RPH as they do in retail? Again forgive me if that's a dumb question, I'm still learning this stuff.

I'm sure there's a way to get them to work, but of the object state doesn't help, I'm honestly clueless, sorry.



#5 DeepSeaBitch

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Posted 11 October 2019 - 01:02 AM

I'm sure there's a way to get them to work, but of the object state doesn't help, I'm honestly clueless, sorry.

Don't worry, I'll keep trying to work something out. Thank you for trying to help though, it's much appreciated.



#6 The Grox Empire

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Posted 11 October 2019 - 03:31 AM

Around 3 years ago I asked similar thing and Dread answered no. Things like ships, tram, zepellin that moves are inherent part of the map.

If elevator objects work like that, I would guess no.

#7 dr3ad

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Posted 11 October 2019 - 02:45 PM

With the server update to 8.2.0, one of my first impulses was to dress up The Great Seal in Dazar'alor with the various gobs and doodads that were missing, however the elevator doodads that lead from the sides of the main hall up to Rastakhan's throne are bugged or glitched and aren't reading collision properly. When at the bottom or top of the elevator shaft, the doodads are solid and you can walk on them, however when they move you remain in place where you were with the elevator doodad leaving you behind. I'm still pretty new to figuring out how RPH works mechanically and most of my builds have been smaller scale, so I don't know if this is a normal thing for RPH or not.

The doodads in question are:
278212 - [Doodad_8TR_zandalari_elevator002]
278211 - [Doodad_8TR_zandalari_elevator001]

Is there something I can do to get these to behave properly and carry people up/down? I genuinely apologise if I'm missing something super basic.

Are other elevators working or are they all broken? If they're not all broken are you sure those two elevators are the ones used on retail? Let me know.



#8 DeepSeaBitch

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Posted 11 October 2019 - 05:04 PM

Are other elevators working or are they all broken? If they're not all broken are you sure those two elevators are the ones used on retail? Let me know.

Re: The elevator doodads listed in the original post. They are identical and appearance and movement pattern to the ones on retail, as well as the only elevator doodads found under 8TR_zandalari_elevator. The other objects are the stationary object version presumably used for instances when the elevators are turned off.

Re: Other Elevators. I had not actually thought to try any other elevator doodads at the time of posting this thread actually. I am currently in orgrimmar trying elevator doodads, and so far they are all unusable in the same manner as the Great Seal elevator doodads. To further articulate the issue: When standing on an elevator, it will phase through you when going up as if you are not standing on it. When standing on an elevator as it goes down, you will remain standing in the air where the elevator just was, as though the collision remained, and you will fall as soon as you move in any direction. 

object ID's used:
219176 - [Doodad_Orgrimmar_Elevator_02]
219175 - [Doodad_Orgrimmar_Elevator_01]
219177 - [Doodad_Orgrimmar_Elevator_03]
220364 - [Doodad_Orgrimmar_Elevator_004]



#9 dr3ad

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Posted 11 October 2019 - 05:35 PM

Re: The elevator doodads listed in the original post. They are identical and appearance and movement pattern to the ones on retail, as well as the only elevator doodads found under 8TR_zandalari_elevator. The other objects are the stationary object version presumably used for instances when the elevators are turned off.

Re: Other Elevators. I had not actually thought to try any other elevator doodads at the time of posting this thread actually. I am currently in orgrimmar trying elevator doodads, and so far they are all unusable in the same manner as the Great Seal elevator doodads. To further articulate the issue: When standing on an elevator, it will phase through you when going up as if you are not standing on it. When standing on an elevator as it goes down, you will remain standing in the air where the elevator just was, as though the collision remained, and you will fall as soon as you move in any direction. 

object ID's used:
219176 - [Doodad_Orgrimmar_Elevator_02]
219175 - [Doodad_Orgrimmar_Elevator_01]
219177 - [Doodad_Orgrimmar_Elevator_03]
220364 - [Doodad_Orgrimmar_Elevator_004]

im gonna look into this issue and let u know







Also tagged with one or more of these keywords: doodad, game objects, glitching