Let .debug hostil clear combat if different map ID

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Gnurg
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Let .debug hostil clear combat if different map ID

#1 » Post by Gnurg » 24 Oct 2016 23:23

Made a parent report for these kind of issues. It's better to report them there than in this thread, which will vanish once there has been enough new suggestions. :-)

Set this bug report as parent for those issues: http://www.truewow.org/bugs/view.php?id=4665

** Command can't be implemented. **

[hide="old"].debug hostil currently clears combat with critters, but would it be possible extend it to clear combat when you're in different maps as what you're in combat with? Certain bosses keep you in combat outside the map.

You print both your guid and the thing you're in combat with's guid when you use the command, so you can get the Unit/Player to easily compare them using GetMapId(). If MapIds don't match, clear the combat the same way you clear combat critters.[/hide]
Last edited by Gnurg on 25 Oct 2016 10:07, edited 1 time in total.
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Nyeriah

Re: Let .debug hostil clear combat if different map ID

#2 » Post by Nyeriah » 25 Oct 2016 00:52

What bosses? Better fix these bosses, if they're keeping players out of their map in combat that can cause crashes

You can't access a pointer to a creature not present in your map (reason why it may crash)

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Re: Let .debug hostil clear combat if different map ID

#3 » Post by Gnurg » 25 Oct 2016 00:56

Nyeriah wrote:What bosses? Better fix these bosses, if they're keeping players out of their map in combat that can cause crashes

You can't access a pointer to a creature not present in your map (reason why it may crash)
If that's the case, just reject the suggestion.

Bosses that come to mind are Mimirion, Shade of Akama and Kil'Jaeden.
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Re: Let .debug hostil clear combat if different map ID

#4 » Post by Nyeriah » 25 Oct 2016 00:59

I'll look better into this later

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Re: Let .debug hostil clear combat if different map ID

#5 » Post by mcheka » 25 Oct 2016 07:30

Eadric the Pure and Argent Confessor Paletress from ToC5 too though it may have been fixed when it was all rescripted.

+1 for the suggestion though.
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Re: Let .debug hostil clear combat if different map ID

#6 » Post by kermo14k » 25 Oct 2016 09:04

Half of Black Temple bosses should be taken a look at then. As if you manage to wipe the bosses will still be in combat with something.
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Re: Let .debug hostil clear combat if different map ID

#7 » Post by Jiranthos » 25 Oct 2016 09:09

kermo14k wrote:Half of Black Temple bosses should be taken a look at then. As if you manage to wipe the bosses will still be in combat with something.
I can confirm Reliquary of the Lost and the final Akama at Illidan doing this at least.

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Re: Let .debug hostil clear combat if different map ID

#8 » Post by Gnurg » 25 Oct 2016 09:50

Made a parent report for these kind of issues. It's better to report them there than in this thread, which will vanish once there has been enough new suggestions. :-)

Set this bug report as parent for those issues: http://www.truewow.org/bugs/view.php?id=4665
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Re: Let .debug hostil clear combat if different map ID

#9 » Post by Doctor_J » 25 Oct 2016 14:18

or better still make mobs evade if they cant reach target same as they do retail, in some cases being on top of the tinyiest rock on retail makes mobs evade and reset p:

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Re: Let .debug hostil clear combat if different map ID

#10 » Post by Doctor_J » 25 Oct 2016 14:25

But whole evade system is fucked up as the distance you have to run before a creature will evade on retail is approx 5x what the distance is on retail at which mob will evade or combat range from spawn spot is 5x as much

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Re: Let .debug hostil clear combat if different map ID

#11 » Post by Gnurg » 19 Nov 2016 14:19

Can be moved to rejected.
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