transports
This table contains all GAMEOBJECT_TYPE_MO_TRANSPORT (15) (Boats and Zeppelins).
All other transport types have their frame time read from TransportAnimation.
Structure
| Field | Type | Attributes | Key | Null | Default | Extra | Comment |
|---|---|---|---|---|---|---|---|
| guid | int | unsigned | PRI | NO | auto_increment | ||
| entry | int | unsigned | UNI | NO | 0 | ||
| name | mediumtext | YES | NULL | ||||
| ScriptName | char(64) | NO | '' | ||||
Description of fields
guid
Unique identifier for transport. When adding a new one, simply use the max(guid) + 1.
entry
This is the gameobject entry to be used for this transport. It must be of type GAMEOBJECT_TYPE_MO_TRANSPORT (15).
name
This is an arbitrary name that is only used to describe this transport entry.
ScriptName
The ScriptName for when scripting it in the core.
Appendix
Static Passengers (NPCs):
Transports will load static passengers when:
- transport moves from inactive to active grid
- the grid that transport is currently in becomes active
It will unload static passengers when:
- transport moves from active to inactive grid
- the grid that transport is currently in unloads
The loading process will get the map from gameobject_template.data6 (mapID), 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.
Note: Transports have their own map.
