ShadowM wrote...
Thanks for the information Shadooow, I put the fixes into the next HR base '> I thought it was engine glitch too.
Im wondering how did you fixed it in your HR. Same way as I did?
Because now Im starting to think that its not the best way to do that. At least not for my project. Found out that on servers without Patch, Player with won't be able to see the circles at all. Now - its true that thats rather issue of the given PW yet still. Im talking about Bastions of War. They dont allow to cast silence in base for the reason that the aura wouldnt be visible then. Problem is that if they were used my solution, the aura couldnt be seen unless you see also aura owner. I guess that correct behavior, the aura itself is only imaginary, it does not have any color and the circle around player is only for player (not character) info. Yet in pvp-based modules the old behavior might be desired - seeing the aura of the invisible player coming in might give advantage.
So to fix it, I was thinking, maybe I could reuse different AOE from vfx_persistent that has not any VFX applied by default, but since various auras have various size, that would require to reuse some unused lines like VFX_MOB_CIRCLAW, VFX_MOB_CIRCCHAOS etc. which would created compatibility issue with CC like PRC that uses these lines. Adding new lines isnt possible as CEP and PRC already used everything upwards. Another idea is to store the area of the first time of AOE appearance and try to apply circle VFX everytime in AOE OnEnter when area stored doenst match area current. That would be probably 100% reliable solution without issues as: it would be 100% backwards compatible. Client with patch would see the circles in module without normally (only in area of creation). The AOE circle VFX behavior would match the default behavior - always visible even when owner isn't.
EDIT: seems that applying vfxs on AOE object doesnt work
EDIT2: I guess ill simply keep the default VFXs on AOEs in order to maintain backwards compatibility with new script that applies the circle from spellscript so in first area, there will be two of these circles - might be issue for some servers with AOEs slowed down, but better for players
Modifié par ShaDoOoW, 09 juillet 2012 - 07:27 .